]> icculus.org git repositories - divverent/darkplaces.git/blob - gl_rmain.c
fix buffer overruns in sv.model_precache
[divverent/darkplaces.git] / gl_rmain.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23 #include "cl_dyntexture.h"
24 #include "r_shadow.h"
25 #include "polygon.h"
26 #include "image.h"
27
28 mempool_t *r_main_mempool;
29 rtexturepool_t *r_main_texturepool;
30
31 static int r_frame = 0; // used only by R_GetCurrentTexture
32
33 //
34 // screen size info
35 //
36 r_refdef_t r_refdef;
37
38 cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur frame-by-frame alpha control {0 to 1} - 0.7 recommended"};
39 cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage; requires r_motionblur to have a value"};
40 cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "velocity at which there is minimum blur"};
41 cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "velocity at which there is full blur"};
42 cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
43 cvar_t r_motionblur_vtime = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
44 cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for the alpha level of the motion blur variable"};
45 cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.01", "randomizing coefficient to fix ghosting"};
46 cvar_t r_motionblur_debug = {0, "r_motionblur_debug", "0", "outputs current motionblur alpha value"};
47
48 cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
49 cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
50 cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
51 cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%,  10 = 100%)"};
52 cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"};
53 cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"};
54 cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"};
55 cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
56 cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"};
57 cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"};
58 cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"};
59 cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"};
60 cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"};
61 cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"};
62 cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"};
63 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1", "draw your weapon model"};
64 cvar_t r_cullentities_trace = {0, "r_cullentities_trace", "1", "probabistically cull invisible entities"};
65 cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling"};
66 cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"};
67 cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"};
68 cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
69 cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
70 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
71 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
72 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
73 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0", "casts fake stencil shadows from models onto the world (rtlights are unaffected by this); when set to 2, always cast the shadows DOWN, otherwise use the model lighting"};
74 cvar_t r_shadows_throwdistance = {CVAR_SAVE, "r_shadows_throwdistance", "500", "how far to cast shadows from models"};
75 cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
76 cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
77 cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "2", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
78 cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
79 cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
80
81 cvar_t gl_fogenable = {0, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"};
82 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"};
83 cvar_t gl_fogred = {0, "gl_fogred","0.3", "nehahra fog color red value (for Nehahra compatibility only)"};
84 cvar_t gl_foggreen = {0, "gl_foggreen","0.3", "nehahra fog color green value (for Nehahra compatibility only)"};
85 cvar_t gl_fogblue = {0, "gl_fogblue","0.3", "nehahra fog color blue value (for Nehahra compatibility only)"};
86 cvar_t gl_fogstart = {0, "gl_fogstart", "0", "nehahra fog start distance (for Nehahra compatibility only)"};
87 cvar_t gl_fogend = {0, "gl_fogend","0", "nehahra fog end distance (for Nehahra compatibility only)"};
88 cvar_t gl_skyclip = {0, "gl_skyclip", "4608", "nehahra farclip distance - the real fog end (for Nehahra compatibility only)"};
89
90 cvar_t r_textureunits = {0, "r_textureunits", "32", "number of hardware texture units reported by driver (note: setting this to 1 turns off gl_combine)"};
91
92 cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shaders for lighting"};
93 cvar_t r_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"};
94 cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
95 cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
96 cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
97 cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
98 cvar_t r_glsl_postprocess = {CVAR_SAVE, "r_glsl_postprocess", "0", "use a GLSL postprocessing shader"};
99 cvar_t r_glsl_postprocess_uservec1 = {CVAR_SAVE, "r_glsl_postprocess_uservec1", "0 0 0 0", "a 4-component vector to pass as uservec1 to the postprocessing shader (only useful if default.glsl has been customized)"};
100 cvar_t r_glsl_postprocess_uservec2 = {CVAR_SAVE, "r_glsl_postprocess_uservec2", "0 0 0 0", "a 4-component vector to pass as uservec2 to the postprocessing shader (only useful if default.glsl has been customized)"};
101 cvar_t r_glsl_postprocess_uservec3 = {CVAR_SAVE, "r_glsl_postprocess_uservec3", "0 0 0 0", "a 4-component vector to pass as uservec3 to the postprocessing shader (only useful if default.glsl has been customized)"};
102 cvar_t r_glsl_postprocess_uservec4 = {CVAR_SAVE, "r_glsl_postprocess_uservec4", "0 0 0 0", "a 4-component vector to pass as uservec4 to the postprocessing shader (only useful if default.glsl has been customized)"};
103 cvar_t r_glsl_usegeneric = {CVAR_SAVE, "r_glsl_usegeneric", "1", "use shaders for rendering simple geometry (rather than conventional fixed-function rendering for this purpose)"};
104
105 cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
106 cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
107 cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
108 cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
109 cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"};
110
111 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites"};
112 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
113 cvar_t r_lerplightstyles = {CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
114 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
115
116 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"};
117 cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"};
118 cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"};
119 cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"};
120 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"};
121 cvar_t r_bloom_colorexponent = {CVAR_SAVE, "r_bloom_colorexponent", "1", "how exagerated the glow is"};
122 cvar_t r_bloom_colorsubtract = {CVAR_SAVE, "r_bloom_colorsubtract", "0.125", "reduces bloom colors by a certain amount"};
123
124 cvar_t r_hdr = {CVAR_SAVE, "r_hdr", "0", "enables High Dynamic Range bloom effect (higher quality version of r_bloom)"};
125 cvar_t r_hdr_scenebrightness = {CVAR_SAVE, "r_hdr_scenebrightness", "1", "global rendering brightness"};
126 cvar_t r_hdr_glowintensity = {CVAR_SAVE, "r_hdr_glowintensity", "1", "how bright light emitting textures should appear"};
127 cvar_t r_hdr_range = {CVAR_SAVE, "r_hdr_range", "4", "how much dynamic range to render bloom with (equivilant to multiplying r_bloom_brighten by this value and dividing r_bloom_colorscale by this value)"};
128
129 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
130
131 cvar_t developer_texturelogging = {0, "developer_texturelogging", "0", "produces a textures.log file containing names of skins and map textures the engine tried to load"};
132
133 cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture (for level designers)"};
134
135 cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
136 cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
137 cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
138 cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
139 cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
140 cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
141 cvar_t r_glsl_saturation = {CVAR_SAVE, "r_glsl_saturation", "1", "saturation multiplier (only working in glsl!)"};
142
143 extern cvar_t v_glslgamma;
144
145 extern qboolean v_flipped_state;
146
147 static struct r_bloomstate_s
148 {
149         qboolean enabled;
150         qboolean hdr;
151
152         int bloomwidth, bloomheight;
153
154         int screentexturewidth, screentextureheight;
155         rtexture_t *texture_screen; // also used for motion blur if enabled!
156
157         int bloomtexturewidth, bloomtextureheight;
158         rtexture_t *texture_bloom;
159
160         // arrays for rendering the screen passes
161         float screentexcoord2f[8];
162         float bloomtexcoord2f[8];
163         float offsettexcoord2f[8];
164 }
165 r_bloomstate;
166
167 r_waterstate_t r_waterstate;
168
169 // shadow volume bsp struct with automatically growing nodes buffer
170 svbsp_t r_svbsp;
171
172 rtexture_t *r_texture_blanknormalmap;
173 rtexture_t *r_texture_white;
174 rtexture_t *r_texture_grey128;
175 rtexture_t *r_texture_black;
176 rtexture_t *r_texture_notexture;
177 rtexture_t *r_texture_whitecube;
178 rtexture_t *r_texture_normalizationcube;
179 rtexture_t *r_texture_fogattenuation;
180 rtexture_t *r_texture_gammaramps;
181 unsigned int r_texture_gammaramps_serial;
182 //rtexture_t *r_texture_fogintensity;
183
184 unsigned int r_queries[R_MAX_OCCLUSION_QUERIES];
185 unsigned int r_numqueries;
186 unsigned int r_maxqueries;
187
188 char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
189 skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
190
191 // vertex coordinates for a quad that covers the screen exactly
192 const static float r_screenvertex3f[12] =
193 {
194         0, 0, 0,
195         1, 0, 0,
196         1, 1, 0,
197         0, 1, 0
198 };
199
200 extern void R_DrawModelShadows(void);
201
202 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
203 {
204         int i;
205         for (i = 0;i < verts;i++)
206         {
207                 out[0] = in[0] * r;
208                 out[1] = in[1] * g;
209                 out[2] = in[2] * b;
210                 out[3] = in[3];
211                 in += 4;
212                 out += 4;
213         }
214 }
215
216 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
217 {
218         int i;
219         for (i = 0;i < verts;i++)
220         {
221                 out[0] = r;
222                 out[1] = g;
223                 out[2] = b;
224                 out[3] = a;
225                 out += 4;
226         }
227 }
228
229 // FIXME: move this to client?
230 void FOG_clear(void)
231 {
232         if (gamemode == GAME_NEHAHRA)
233         {
234                 Cvar_Set("gl_fogenable", "0");
235                 Cvar_Set("gl_fogdensity", "0.2");
236                 Cvar_Set("gl_fogred", "0.3");
237                 Cvar_Set("gl_foggreen", "0.3");
238                 Cvar_Set("gl_fogblue", "0.3");
239         }
240         r_refdef.fog_density = 0;
241         r_refdef.fog_red = 0;
242         r_refdef.fog_green = 0;
243         r_refdef.fog_blue = 0;
244         r_refdef.fog_alpha = 1;
245         r_refdef.fog_start = 0;
246         r_refdef.fog_end = 0;
247 }
248
249 float FogForDistance(vec_t dist)
250 {
251         unsigned int fogmasktableindex = (unsigned int)(dist * r_refdef.fogmasktabledistmultiplier);
252         return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)];
253 }
254
255 float FogPoint_World(const vec3_t p)
256 {
257         return FogForDistance(VectorDistance((p), r_refdef.view.origin));
258 }
259
260 float FogPoint_Model(const vec3_t p)
261 {
262         return FogForDistance(VectorDistance((p), rsurface.modelorg) * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
263 }
264
265 static void R_BuildBlankTextures(void)
266 {
267         unsigned char data[4];
268         data[2] = 128; // normal X
269         data[1] = 128; // normal Y
270         data[0] = 255; // normal Z
271         data[3] = 128; // height
272         r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
273         data[0] = 255;
274         data[1] = 255;
275         data[2] = 255;
276         data[3] = 255;
277         r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
278         data[0] = 128;
279         data[1] = 128;
280         data[2] = 128;
281         data[3] = 255;
282         r_texture_grey128 = R_LoadTexture2D(r_main_texturepool, "blankgrey128", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
283         data[0] = 0;
284         data[1] = 0;
285         data[2] = 0;
286         data[3] = 255;
287         r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_PERSISTENT, NULL);
288 }
289
290 static void R_BuildNoTexture(void)
291 {
292         int x, y;
293         unsigned char pix[16][16][4];
294         // this makes a light grey/dark grey checkerboard texture
295         for (y = 0;y < 16;y++)
296         {
297                 for (x = 0;x < 16;x++)
298                 {
299                         if ((y < 8) ^ (x < 8))
300                         {
301                                 pix[y][x][0] = 128;
302                                 pix[y][x][1] = 128;
303                                 pix[y][x][2] = 128;
304                                 pix[y][x][3] = 255;
305                         }
306                         else
307                         {
308                                 pix[y][x][0] = 64;
309                                 pix[y][x][1] = 64;
310                                 pix[y][x][2] = 64;
311                                 pix[y][x][3] = 255;
312                         }
313                 }
314         }
315         r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_BGRA, TEXF_MIPMAP | TEXF_PERSISTENT, NULL);
316 }
317
318 static void R_BuildWhiteCube(void)
319 {
320         unsigned char data[6*1*1*4];
321         memset(data, 255, sizeof(data));
322         r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
323 }
324
325 static void R_BuildNormalizationCube(void)
326 {
327         int x, y, side;
328         vec3_t v;
329         vec_t s, t, intensity;
330 #define NORMSIZE 64
331         unsigned char data[6][NORMSIZE][NORMSIZE][4];
332         for (side = 0;side < 6;side++)
333         {
334                 for (y = 0;y < NORMSIZE;y++)
335                 {
336                         for (x = 0;x < NORMSIZE;x++)
337                         {
338                                 s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
339                                 t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
340                                 switch(side)
341                                 {
342                                 default:
343                                 case 0:
344                                         v[0] = 1;
345                                         v[1] = -t;
346                                         v[2] = -s;
347                                         break;
348                                 case 1:
349                                         v[0] = -1;
350                                         v[1] = -t;
351                                         v[2] = s;
352                                         break;
353                                 case 2:
354                                         v[0] = s;
355                                         v[1] = 1;
356                                         v[2] = t;
357                                         break;
358                                 case 3:
359                                         v[0] = s;
360                                         v[1] = -1;
361                                         v[2] = -t;
362                                         break;
363                                 case 4:
364                                         v[0] = s;
365                                         v[1] = -t;
366                                         v[2] = 1;
367                                         break;
368                                 case 5:
369                                         v[0] = -s;
370                                         v[1] = -t;
371                                         v[2] = -1;
372                                         break;
373                                 }
374                                 intensity = 127.0f / sqrt(DotProduct(v, v));
375                                 data[side][y][x][2] = (unsigned char)(128.0f + intensity * v[0]);
376                                 data[side][y][x][1] = (unsigned char)(128.0f + intensity * v[1]);
377                                 data[side][y][x][0] = (unsigned char)(128.0f + intensity * v[2]);
378                                 data[side][y][x][3] = 255;
379                         }
380                 }
381         }
382         r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
383 }
384
385 static void R_BuildFogTexture(void)
386 {
387         int x, b;
388 #define FOGWIDTH 256
389         unsigned char data1[FOGWIDTH][4];
390         //unsigned char data2[FOGWIDTH][4];
391         double d, r, alpha;
392
393         r_refdef.fogmasktable_start = r_refdef.fog_start;
394         r_refdef.fogmasktable_alpha = r_refdef.fog_alpha;
395         r_refdef.fogmasktable_range = r_refdef.fogrange;
396         r_refdef.fogmasktable_density = r_refdef.fog_density;
397
398         r = r_refdef.fogmasktable_range / FOGMASKTABLEWIDTH;
399         for (x = 0;x < FOGMASKTABLEWIDTH;x++)
400         {
401                 d = (x * r - r_refdef.fogmasktable_start);
402                 if(developer.integer >= 100)
403                         Con_Printf("%f ", d);
404                 d = max(0, d);
405                 if (r_fog_exp2.integer)
406                         alpha = exp(-r_refdef.fogmasktable_density * r_refdef.fogmasktable_density * 0.0001 * d * d);
407                 else
408                         alpha = exp(-r_refdef.fogmasktable_density * 0.004 * d);
409                 if(developer.integer >= 100)
410                         Con_Printf(" : %f ", alpha);
411                 alpha = 1 - (1 - alpha) * r_refdef.fogmasktable_alpha;
412                 if(developer.integer >= 100)
413                         Con_Printf(" = %f\n", alpha);
414                 r_refdef.fogmasktable[x] = bound(0, alpha, 1);
415         }
416
417         for (x = 0;x < FOGWIDTH;x++)
418         {
419                 b = (int)(r_refdef.fogmasktable[x * (FOGMASKTABLEWIDTH - 1) / (FOGWIDTH - 1)] * 255);
420                 data1[x][0] = b;
421                 data1[x][1] = b;
422                 data1[x][2] = b;
423                 data1[x][3] = 255;
424                 //data2[x][0] = 255 - b;
425                 //data2[x][1] = 255 - b;
426                 //data2[x][2] = 255 - b;
427                 //data2[x][3] = 255;
428         }
429         if (r_texture_fogattenuation)
430         {
431                 R_UpdateTexture(r_texture_fogattenuation, &data1[0][0], 0, 0, FOGWIDTH, 1);
432                 //R_UpdateTexture(r_texture_fogattenuation, &data2[0][0], 0, 0, FOGWIDTH, 1);
433         }
434         else
435         {
436                 r_texture_fogattenuation = R_LoadTexture2D(r_main_texturepool, "fogattenuation", FOGWIDTH, 1, &data1[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
437                 //r_texture_fogintensity = R_LoadTexture2D(r_main_texturepool, "fogintensity", FOGWIDTH, 1, &data2[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP, NULL);
438         }
439 }
440
441 static const char *builtinshaderstring =
442 "// ambient+diffuse+specular+normalmap+attenuation+cubemap+fog shader\n"
443 "// written by Forest 'LordHavoc' Hale\n"
444 "\n"
445 "// common definitions between vertex shader and fragment shader:\n"
446 "\n"
447 "//#ifdef __GLSL_CG_DATA_TYPES\n"
448 "//# define myhalf half\n"
449 "//# define myhalf2 half2\n"
450 "//# define myhalf3 half3\n"
451 "//# define myhalf4 half4\n"
452 "//#else\n"
453 "# define myhalf float\n"
454 "# define myhalf2 vec2\n"
455 "# define myhalf3 vec3\n"
456 "# define myhalf4 vec4\n"
457 "//#endif\n"
458 "\n"
459 "#ifdef MODE_DEPTH_OR_SHADOW\n"
460 "\n"
461 "# ifdef VERTEX_SHADER\n"
462 "void main(void)\n"
463 "{\n"
464 "       gl_Position = ftransform();\n"
465 "}\n"
466 "# endif\n"
467 "\n"
468 "#else\n"
469 "\n"
470 "#ifdef MODE_POSTPROCESS\n"
471 "# ifdef VERTEX_SHADER\n"
472 "void main(void)\n"
473 "{\n"
474 "       gl_FrontColor = gl_Color;\n"
475 "       gl_Position = ftransform();\n"
476 "       gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
477 "#ifdef USEGLOW\n"
478 "       gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
479 "#endif\n"
480 "}\n"
481 "# endif\n"
482 "# ifdef FRAGMENT_SHADER\n"
483 "\n"
484 "uniform sampler2D Texture_First;\n"
485 "#ifdef USEGLOW\n"
486 "uniform sampler2D Texture_Second;\n"
487 "#endif\n"
488 "#ifdef USEGAMMARAMPS\n"
489 "uniform sampler2D Texture_GammaRamps;\n"
490 "#endif\n"
491 "#ifdef USESATURATION\n"
492 "uniform float Saturation;\n"
493 "#endif\n"
494 "#ifdef USEVERTEXTEXTUREBLEND\n"
495 "uniform vec4 TintColor;\n"
496 "#endif\n"
497 "#ifdef USECOLORMOD\n"
498 "uniform vec3 Gamma;\n"
499 "#endif\n"
500 "//uncomment these if you want to use them:\n"
501 "uniform vec4 UserVec1;\n"
502 "// uniform vec4 UserVec2;\n"
503 "// uniform vec4 UserVec3;\n"
504 "// uniform vec4 UserVec4;\n"
505 "// uniform float ClientTime;\n"
506 "uniform vec2 PixelSize;\n"
507 "void main(void)\n"
508 "{\n"
509 "       gl_FragColor = texture2D(Texture_First, gl_TexCoord[0].xy);\n"
510 "#ifdef USEGLOW\n"
511 "       gl_FragColor += texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
512 "#endif\n"
513 "#ifdef USEVERTEXTEXTUREBLEND\n"
514 "       gl_FragColor = mix(gl_FragColor, TintColor, TintColor.a);\n"
515 "#endif\n"
516 "\n"
517 "#ifdef USEPOSTPROCESSING\n"
518 "// do r_glsl_dumpshader, edit glsl/default.glsl, and replace this by your own postprocessing if you want\n"
519 "// this code does a blur with the radius specified in the first component of r_glsl_postprocess_uservec1 and blends it using the second component\n"
520 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.987688, -0.156434)) * UserVec1.y;\n"
521 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.156434, -0.891007)) * UserVec1.y;\n"
522 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.891007, -0.453990)) * UserVec1.y;\n"
523 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2( 0.707107,  0.707107)) * UserVec1.y;\n"
524 "       gl_FragColor += texture2D(Texture_First, gl_TexCoord[0].xy + PixelSize*UserVec1.x*vec2(-0.453990,  0.891007)) * UserVec1.y;\n"
525 "       gl_FragColor /= (1 + 5 * UserVec1.y);\n"
526 "#endif\n"
527 "\n"
528 "#ifdef USESATURATION\n"
529 "       //apply saturation BEFORE gamma ramps, so v_glslgamma value does not matter\n"
530 "       myhalf y = dot(gl_FragColor.rgb, vec3(0.299, 0.587, 0.114));\n"
531 "       //gl_FragColor = vec3(y) + (gl_FragColor.rgb - vec3(y)) * Saturation;\n"
532 "       gl_FragColor.rgb = mix(vec3(y), gl_FragColor.rgb, Saturation);\n" // TODO: test this on ATI
533 "#endif\n"
534 "\n"
535 "#ifdef USEGAMMARAMPS\n"
536 "       gl_FragColor.r = texture2D(Texture_GammaRamps, vec2(gl_FragColor.r, 0)).r;\n"
537 "       gl_FragColor.g = texture2D(Texture_GammaRamps, vec2(gl_FragColor.g, 0)).g;\n"
538 "       gl_FragColor.b = texture2D(Texture_GammaRamps, vec2(gl_FragColor.b, 0)).b;\n"
539 "#endif\n"
540 "}\n"
541 "# endif\n"
542 "\n"
543 "\n"
544 "#else\n"
545 "#ifdef MODE_GENERIC\n"
546 "# ifdef VERTEX_SHADER\n"
547 "void main(void)\n"
548 "{\n"
549 "       gl_FrontColor = gl_Color;\n"
550 "#  ifdef USEDIFFUSE\n"
551 "       gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0;\n"
552 "#  endif\n"
553 "#  ifdef USESPECULAR\n"
554 "       gl_TexCoord[1] = gl_TextureMatrix[1] * gl_MultiTexCoord1;\n"
555 "#  endif\n"
556 "       gl_Position = ftransform();\n"
557 "}\n"
558 "# endif\n"
559 "# ifdef FRAGMENT_SHADER\n"
560 "\n"
561 "#  ifdef USEDIFFUSE\n"
562 "uniform sampler2D Texture_First;\n"
563 "#  endif\n"
564 "#  ifdef USESPECULAR\n"
565 "uniform sampler2D Texture_Second;\n"
566 "#  endif\n"
567 "\n"
568 "void main(void)\n"
569 "{\n"
570 "       gl_FragColor = gl_Color;\n"
571 "#  ifdef USEDIFFUSE\n"
572 "       gl_FragColor *= texture2D(Texture_First, gl_TexCoord[0].xy);\n"
573 "#  endif\n"
574 "\n"
575 "#  ifdef USESPECULAR\n"
576 "       vec4 tex2 = texture2D(Texture_Second, gl_TexCoord[1].xy);\n"
577 "#  endif\n"
578 "#  ifdef USECOLORMAPPING\n"
579 "       gl_FragColor *= tex2;\n"
580 "#  endif\n"
581 "#  ifdef USEGLOW\n"
582 "       gl_FragColor += tex2;\n"
583 "#  endif\n"
584 "#  ifdef USEVERTEXTEXTUREBLEND\n"
585 "       gl_FragColor = mix(gl_FragColor, tex2, tex2.a);\n"
586 "#  endif\n"
587 "}\n"
588 "# endif\n"
589 "\n"
590 "#else // !MODE_GENERIC\n"
591 "\n"
592 "varying vec2 TexCoord;\n"
593 "#ifdef USEVERTEXTEXTUREBLEND\n"
594 "varying vec2 TexCoord2;\n"
595 "#endif\n"
596 "varying vec2 TexCoordLightmap;\n"
597 "\n"
598 "#ifdef MODE_LIGHTSOURCE\n"
599 "varying vec3 CubeVector;\n"
600 "#endif\n"
601 "\n"
602 "#ifdef MODE_LIGHTSOURCE\n"
603 "varying vec3 LightVector;\n"
604 "#endif\n"
605 "#ifdef MODE_LIGHTDIRECTION\n"
606 "varying vec3 LightVector;\n"
607 "#endif\n"
608 "\n"
609 "varying vec3 EyeVector;\n"
610 "#ifdef USEFOG\n"
611 "varying vec3 EyeVectorModelSpace;\n"
612 "#endif\n"
613 "\n"
614 "varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
615 "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
616 "varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
617 "\n"
618 "#ifdef MODE_WATER\n"
619 "varying vec4 ModelViewProjectionPosition;\n"
620 "#endif\n"
621 "#ifdef MODE_REFRACTION\n"
622 "varying vec4 ModelViewProjectionPosition;\n"
623 "#endif\n"
624 "#ifdef USEREFLECTION\n"
625 "varying vec4 ModelViewProjectionPosition;\n"
626 "#endif\n"
627 "\n"
628 "\n"
629 "\n"
630 "\n"
631 "\n"
632 "// vertex shader specific:\n"
633 "#ifdef VERTEX_SHADER\n"
634 "\n"
635 "uniform vec3 LightPosition;\n"
636 "uniform vec3 EyePosition;\n"
637 "uniform vec3 LightDir;\n"
638 "\n"
639 "// TODO: get rid of tangentt (texcoord2) and use a crossproduct to regenerate it from tangents (texcoord1) and normal (texcoord3), this would require sending a 4 component texcoord1 with W as 1 or -1 according to which side the texcoord2 should be on\n"
640 "\n"
641 "void main(void)\n"
642 "{\n"
643 "       gl_FrontColor = gl_Color;\n"
644 "       // copy the surface texcoord\n"
645 "       TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
646 "#ifdef USEVERTEXTEXTUREBLEND\n"
647 "       TexCoord2 = vec2(gl_TextureMatrix[1] * gl_MultiTexCoord0);\n"
648 "#endif\n"
649 "#ifndef MODE_LIGHTSOURCE\n"
650 "# ifndef MODE_LIGHTDIRECTION\n"
651 "       TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
652 "# endif\n"
653 "#endif\n"
654 "\n"
655 "#ifdef MODE_LIGHTSOURCE\n"
656 "       // transform vertex position into light attenuation/cubemap space\n"
657 "       // (-1 to +1 across the light box)\n"
658 "       CubeVector = vec3(gl_TextureMatrix[3] * gl_Vertex);\n"
659 "\n"
660 "       // transform unnormalized light direction into tangent space\n"
661 "       // (we use unnormalized to ensure that it interpolates correctly and then\n"
662 "       //  normalize it per pixel)\n"
663 "       vec3 lightminusvertex = LightPosition - gl_Vertex.xyz;\n"
664 "       LightVector.x = dot(lightminusvertex, gl_MultiTexCoord1.xyz);\n"
665 "       LightVector.y = dot(lightminusvertex, gl_MultiTexCoord2.xyz);\n"
666 "       LightVector.z = dot(lightminusvertex, gl_MultiTexCoord3.xyz);\n"
667 "#endif\n"
668 "\n"
669 "#ifdef MODE_LIGHTDIRECTION\n"
670 "       LightVector.x = dot(LightDir, gl_MultiTexCoord1.xyz);\n"
671 "       LightVector.y = dot(LightDir, gl_MultiTexCoord2.xyz);\n"
672 "       LightVector.z = dot(LightDir, gl_MultiTexCoord3.xyz);\n"
673 "#endif\n"
674 "\n"
675 "       // transform unnormalized eye direction into tangent space\n"
676 "#ifndef USEFOG\n"
677 "       vec3 EyeVectorModelSpace;\n"
678 "#endif\n"
679 "       EyeVectorModelSpace = EyePosition - gl_Vertex.xyz;\n"
680 "       EyeVector.x = dot(EyeVectorModelSpace, gl_MultiTexCoord1.xyz);\n"
681 "       EyeVector.y = dot(EyeVectorModelSpace, gl_MultiTexCoord2.xyz);\n"
682 "       EyeVector.z = dot(EyeVectorModelSpace, gl_MultiTexCoord3.xyz);\n"
683 "\n"
684 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
685 "       VectorS = gl_MultiTexCoord1.xyz;\n"
686 "       VectorT = gl_MultiTexCoord2.xyz;\n"
687 "       VectorR = gl_MultiTexCoord3.xyz;\n"
688 "#endif\n"
689 "\n"
690 "//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n"
691 "//     ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
692 "//     //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
693 "//     //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
694 "//#endif\n"
695 "\n"
696 "// transform vertex to camera space, using ftransform to match non-VS\n"
697 "       // rendering\n"
698 "       gl_Position = ftransform();\n"
699 "\n"
700 "#ifdef MODE_WATER\n"
701 "       ModelViewProjectionPosition = gl_Position;\n"
702 "#endif\n"
703 "#ifdef MODE_REFRACTION\n"
704 "       ModelViewProjectionPosition = gl_Position;\n"
705 "#endif\n"
706 "#ifdef USEREFLECTION\n"
707 "       ModelViewProjectionPosition = gl_Position;\n"
708 "#endif\n"
709 "}\n"
710 "\n"
711 "#endif // VERTEX_SHADER\n"
712 "\n"
713 "\n"
714 "\n"
715 "\n"
716 "// fragment shader specific:\n"
717 "#ifdef FRAGMENT_SHADER\n"
718 "\n"
719 "// 13 textures, we can only use up to 16 on DX9-class hardware\n"
720 "uniform sampler2D Texture_Normal;\n"
721 "uniform sampler2D Texture_Color;\n"
722 "uniform sampler2D Texture_Gloss;\n"
723 "uniform sampler2D Texture_Glow;\n"
724 "uniform sampler2D Texture_SecondaryNormal;\n"
725 "uniform sampler2D Texture_SecondaryColor;\n"
726 "uniform sampler2D Texture_SecondaryGloss;\n"
727 "uniform sampler2D Texture_SecondaryGlow;\n"
728 "uniform sampler2D Texture_Pants;\n"
729 "uniform sampler2D Texture_Shirt;\n"
730 "uniform sampler2D Texture_FogMask;\n"
731 "uniform sampler2D Texture_Lightmap;\n"
732 "uniform sampler2D Texture_Deluxemap;\n"
733 "uniform sampler2D Texture_Refraction;\n"
734 "uniform sampler2D Texture_Reflection;\n"
735 "uniform sampler2D Texture_Attenuation;\n"
736 "uniform samplerCube Texture_Cube;\n"
737 "\n"
738 "uniform myhalf3 LightColor;\n"
739 "uniform myhalf3 AmbientColor;\n"
740 "uniform myhalf3 DiffuseColor;\n"
741 "uniform myhalf3 SpecularColor;\n"
742 "uniform myhalf3 Color_Pants;\n"
743 "uniform myhalf3 Color_Shirt;\n"
744 "uniform myhalf3 FogColor;\n"
745 "\n"
746 "uniform myhalf4 TintColor;\n"
747 "\n"
748 "\n"
749 "//#ifdef MODE_WATER\n"
750 "uniform vec4 DistortScaleRefractReflect;\n"
751 "uniform vec4 ScreenScaleRefractReflect;\n"
752 "uniform vec4 ScreenCenterRefractReflect;\n"
753 "uniform myhalf4 RefractColor;\n"
754 "uniform myhalf4 ReflectColor;\n"
755 "uniform myhalf ReflectFactor;\n"
756 "uniform myhalf ReflectOffset;\n"
757 "//#else\n"
758 "//# ifdef MODE_REFRACTION\n"
759 "//uniform vec4 DistortScaleRefractReflect;\n"
760 "//uniform vec4 ScreenScaleRefractReflect;\n"
761 "//uniform vec4 ScreenCenterRefractReflect;\n"
762 "//uniform myhalf4 RefractColor;\n"
763 "//#  ifdef USEREFLECTION\n"
764 "//uniform myhalf4 ReflectColor;\n"
765 "//#  endif\n"
766 "//# else\n"
767 "//#  ifdef USEREFLECTION\n"
768 "//uniform vec4 DistortScaleRefractReflect;\n"
769 "//uniform vec4 ScreenScaleRefractReflect;\n"
770 "//uniform vec4 ScreenCenterRefractReflect;\n"
771 "//uniform myhalf4 ReflectColor;\n"
772 "//#  endif\n"
773 "//# endif\n"
774 "//#endif\n"
775 "\n"
776 "uniform myhalf GlowScale;\n"
777 "uniform myhalf SceneBrightness;\n"
778 "#ifdef USECONTRASTBOOST\n"
779 "uniform myhalf ContrastBoostCoeff;\n"
780 "#endif\n"
781 "\n"
782 "uniform float OffsetMapping_Scale;\n"
783 "uniform float OffsetMapping_Bias;\n"
784 "uniform float FogRangeRecip;\n"
785 "\n"
786 "uniform myhalf AmbientScale;\n"
787 "uniform myhalf DiffuseScale;\n"
788 "uniform myhalf SpecularScale;\n"
789 "uniform myhalf SpecularPower;\n"
790 "\n"
791 "#ifdef USEOFFSETMAPPING\n"
792 "vec2 OffsetMapping(vec2 TexCoord)\n"
793 "{\n"
794 "#ifdef USEOFFSETMAPPING_RELIEFMAPPING\n"
795 "       // 14 sample relief mapping: linear search and then binary search\n"
796 "       // this basically steps forward a small amount repeatedly until it finds\n"
797 "       // itself inside solid, then jitters forward and back using decreasing\n"
798 "       // amounts to find the impact\n"
799 "       //vec3 OffsetVector = vec3(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1), -1);\n"
800 "       //vec3 OffsetVector = vec3(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
801 "       vec3 OffsetVector = vec3(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1), -1);\n"
802 "       vec3 RT = vec3(TexCoord, 1);\n"
803 "       OffsetVector *= 0.1;\n"
804 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
805 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
806 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
807 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
808 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
809 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
810 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
811 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
812 "       RT += OffsetVector *  step(texture2D(Texture_Normal, RT.xy).a, RT.z);\n"
813 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z)          - 0.5);\n"
814 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.5    - 0.25);\n"
815 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.25   - 0.125);\n"
816 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.125  - 0.0625);\n"
817 "       RT += OffsetVector * (step(texture2D(Texture_Normal, RT.xy).a, RT.z) * 0.0625 - 0.03125);\n"
818 "       return RT.xy;\n"
819 "#else\n"
820 "       // 3 sample offset mapping (only 3 samples because of ATI Radeon 9500-9800/X300 limits)\n"
821 "       // this basically moves forward the full distance, and then backs up based\n"
822 "       // on height of samples\n"
823 "       //vec2 OffsetVector = vec2(EyeVector.xy * ((1.0 / EyeVector.z) * OffsetMapping_Scale) * vec2(-1, 1));\n"
824 "       //vec2 OffsetVector = vec2(normalize(EyeVector.xy) * OffsetMapping_Scale * vec2(-1, 1));\n"
825 "       vec2 OffsetVector = vec2(normalize(EyeVector).xy * OffsetMapping_Scale * vec2(-1, 1));\n"
826 "       TexCoord += OffsetVector;\n"
827 "       OffsetVector *= 0.333;\n"
828 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
829 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
830 "       TexCoord -= OffsetVector * texture2D(Texture_Normal, TexCoord).a;\n"
831 "       return TexCoord;\n"
832 "#endif\n"
833 "}\n"
834 "#endif // USEOFFSETMAPPING\n"
835 "\n"
836 "#ifdef MODE_WATER\n"
837 "\n"
838 "// water pass\n"
839 "void main(void)\n"
840 "{\n"
841 "#ifdef USEOFFSETMAPPING\n"
842 "       // apply offsetmapping\n"
843 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
844 "#define TexCoord TexCoordOffset\n"
845 "#endif\n"
846 "\n"
847 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
848 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
849 "       vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
850 "       float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0) * ReflectFactor + ReflectOffset;\n"
851 "       gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n"
852 "}\n"
853 "\n"
854 "#else // !MODE_WATER\n"
855 "#ifdef MODE_REFRACTION\n"
856 "\n"
857 "// refraction pass\n"
858 "void main(void)\n"
859 "{\n"
860 "#ifdef USEOFFSETMAPPING\n"
861 "       // apply offsetmapping\n"
862 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
863 "#define TexCoord TexCoordOffset\n"
864 "#endif\n"
865 "\n"
866 "       vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n"
867 "       //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n"
868 "       vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xy * DistortScaleRefractReflect.xy;\n"
869 "       gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n"
870 "}\n"
871 "\n"
872 "#else // !MODE_REFRACTION\n"
873 "void main(void)\n"
874 "{\n"
875 "#ifdef USEOFFSETMAPPING\n"
876 "       // apply offsetmapping\n"
877 "       vec2 TexCoordOffset = OffsetMapping(TexCoord);\n"
878 "#define TexCoord TexCoordOffset\n"
879 "#endif\n"
880 "\n"
881 "       // combine the diffuse textures (base, pants, shirt)\n"
882 "       myhalf4 color = myhalf4(texture2D(Texture_Color, TexCoord));\n"
883 "#ifdef USECOLORMAPPING\n"
884 "       color.rgb += myhalf3(texture2D(Texture_Pants, TexCoord)) * Color_Pants + myhalf3(texture2D(Texture_Shirt, TexCoord)) * Color_Shirt;\n"
885 "#endif\n"
886 "#ifdef USEVERTEXTEXTUREBLEND\n"
887 "       myhalf terrainblend = clamp(myhalf(gl_Color.a) * color.a * 2.0 - 0.5, myhalf(0.0), myhalf(1.0));\n"
888 "       //myhalf terrainblend = min(myhalf(gl_Color.a) * color.a * 2.0, myhalf(1.0));\n"
889 "       //myhalf terrainblend = myhalf(gl_Color.a) * color.a > 0.5;\n"
890 "       color.rgb = mix(myhalf3(texture2D(Texture_SecondaryColor, TexCoord2)), color.rgb, terrainblend);\n"
891 "       color.a = 1.0;\n"
892 "       //color = mix(myhalf4(1, 0, 0, 1), color, terrainblend);\n"
893 "#endif\n"
894 "\n"
895 "#ifdef USEDIFFUSE\n"
896 "       // get the surface normal and the gloss color\n"
897 "# ifdef USEVERTEXTEXTUREBLEND\n"
898 "       myhalf3 surfacenormal = normalize(mix(myhalf3(texture2D(Texture_SecondaryNormal, TexCoord2)), myhalf3(texture2D(Texture_Normal, TexCoord)), terrainblend) - myhalf3(0.5, 0.5, 0.5));\n"
899 "#  ifdef USESPECULAR\n"
900 "       myhalf3 glosscolor = mix(myhalf3(texture2D(Texture_SecondaryGloss, TexCoord2)), myhalf3(texture2D(Texture_Gloss, TexCoord)), terrainblend);\n"
901 "#  endif\n"
902 "# else\n"
903 "       myhalf3 surfacenormal = normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5, 0.5, 0.5));\n"
904 "#  ifdef USESPECULAR\n"
905 "       myhalf3 glosscolor = myhalf3(texture2D(Texture_Gloss, TexCoord));\n"
906 "#  endif\n"
907 "# endif\n"
908 "#endif\n"
909 "\n"
910 "\n"
911 "\n"
912 "#ifdef MODE_LIGHTSOURCE\n"
913 "       // light source\n"
914 "\n"
915 "       // calculate surface normal, light normal, and specular normal\n"
916 "       // compute color intensity for the two textures (colormap and glossmap)\n"
917 "       // scale by light color and attenuation as efficiently as possible\n"
918 "       // (do as much scalar math as possible rather than vector math)\n"
919 "# ifdef USEDIFFUSE\n"
920 "       // get the light normal\n"
921 "       myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
922 "# endif\n"
923 "# ifdef USESPECULAR\n"
924 "#  ifndef USEEXACTSPECULARMATH\n"
925 "       myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
926 "\n"
927 "#  endif\n"
928 "       // calculate directional shading\n"
929 "#  ifdef USEEXACTSPECULARMATH\n"
930 "       color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower)) * glosscolor);\n"
931 "#  else\n"
932 "       color.rgb = myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * glosscolor);\n"
933 "#  endif\n"
934 "# else\n"
935 "#  ifdef USEDIFFUSE\n"
936 "       // calculate directional shading\n"
937 "       color.rgb = color.rgb * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
938 "#  else\n"
939 "       // calculate directionless shading\n"
940 "       color.rgb = color.rgb * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
941 "#  endif\n"
942 "# endif\n"
943 "\n"
944 "# ifdef USECUBEFILTER\n"
945 "       // apply light cubemap filter\n"
946 "       //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
947 "       color.rgb *= myhalf3(textureCube(Texture_Cube, CubeVector));\n"
948 "# endif\n"
949 "#endif // MODE_LIGHTSOURCE\n"
950 "\n"
951 "\n"
952 "\n"
953 "\n"
954 "#ifdef MODE_LIGHTDIRECTION\n"
955 "       // directional model lighting\n"
956 "# ifdef USEDIFFUSE\n"
957 "       // get the light normal\n"
958 "       myhalf3 diffusenormal = myhalf3(normalize(LightVector));\n"
959 "# endif\n"
960 "# ifdef USESPECULAR\n"
961 "       // calculate directional shading\n"
962 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
963 "#  ifdef USEEXACTSPECULARMATH\n"
964 "       color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
965 "#  else\n"
966 "       myhalf3 specularnormal = normalize(diffusenormal + myhalf3(normalize(EyeVector)));\n"
967 "       color.rgb += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
968 "#  endif\n"
969 "# else\n"
970 "#  ifdef USEDIFFUSE\n"
971 "\n"
972 "       // calculate directional shading\n"
973 "       color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
974 "#  else\n"
975 "       color.rgb *= AmbientColor;\n"
976 "#  endif\n"
977 "# endif\n"
978 "#endif // MODE_LIGHTDIRECTION\n"
979 "\n"
980 "\n"
981 "\n"
982 "\n"
983 "#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
984 "       // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
985 "\n"
986 "       // get the light normal\n"
987 "       myhalf3 diffusenormal_modelspace = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
988 "       myhalf3 diffusenormal;\n"
989 "       diffusenormal.x = dot(diffusenormal_modelspace, myhalf3(VectorS));\n"
990 "       diffusenormal.y = dot(diffusenormal_modelspace, myhalf3(VectorT));\n"
991 "       diffusenormal.z = dot(diffusenormal_modelspace, myhalf3(VectorR));\n"
992 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
993 "       // note that q3map2 is too stupid to calculate proper surface normals when q3map_nonplanar\n"
994 "       // is used (the lightmap and deluxemap coords correspond to virtually random coordinates\n"
995 "       // on that luxel, and NOT to its center, because recursive triangle subdivision is used\n"
996 "       // to map the luxels to coordinates on the draw surfaces), which also causes\n"
997 "       // deluxemaps to be wrong because light contributions from the wrong side of the surface\n"
998 "       // are added up. To prevent divisions by zero or strong exaggerations, a max()\n"
999 "       // nudge is done here at expense of some additional fps. This is ONLY needed for\n"
1000 "       // deluxemaps, tangentspace deluxemap avoid this problem by design.\n"
1001 "       myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / max(0.25, diffusenormal.z)), 0.0)));\n"
1002 "               // 0.25 supports up to 75.5 degrees normal/deluxe angle\n"
1003 "# ifdef USESPECULAR\n"
1004 "#  ifdef USEEXACTSPECULARMATH\n"
1005 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(normalize(diffusenormal), surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1006 "#  else\n"
1007 "       myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1008 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1009 "#  endif\n"
1010 "# endif\n"
1011 "\n"
1012 "       // apply lightmap color\n"
1013 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1014 "#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
1015 "\n"
1016 "\n"
1017 "\n"
1018 "\n"
1019 "#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1020 "       // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
1021 "\n"
1022 "       // get the light normal\n"
1023 "       myhalf3 diffusenormal = myhalf3(texture2D(Texture_Deluxemap, TexCoordLightmap)) * 2.0 + myhalf3(-1.0, -1.0, -1.0);\n"
1024 "       // calculate directional shading (and undoing the existing angle attenuation on the lightmap by the division)\n"
1025 "       myhalf3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal) / diffusenormal.z), 0.0)));\n"
1026 "# ifdef USESPECULAR\n"
1027 "#  ifdef USEEXACTSPECULARMATH\n"
1028 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(reflect(diffusenormal, surfacenormal), normalize(EyeVector)))*-1.0, 0.0)), SpecularPower);\n"
1029 "#  else\n"
1030 "       myhalf3 specularnormal = myhalf3(normalize(diffusenormal + myhalf3(normalize(EyeVector))));\n"
1031 "       tempcolor += myhalf3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
1032 "#  endif\n"
1033 "# endif\n"
1034 "\n"
1035 "       // apply lightmap color\n"
1036 "       color.rgb = color.rgb * AmbientScale + tempcolor * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap));\n"
1037 "#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
1038 "\n"
1039 "\n"
1040 "\n"
1041 "\n"
1042 "#ifdef MODE_LIGHTMAP\n"
1043 "       // apply lightmap color\n"
1044 "       color.rgb = color.rgb * myhalf3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + color.rgb * AmbientScale;\n"
1045 "#endif // MODE_LIGHTMAP\n"
1046 "\n"
1047 "\n"
1048 "\n"
1049 "\n"
1050 "#ifdef MODE_VERTEXCOLOR\n"
1051 "       // apply lightmap color\n"
1052 "       color.rgb = color.rgb * myhalf3(gl_Color.rgb) * DiffuseScale + color.rgb * AmbientScale;\n"
1053 "#endif // MODE_VERTEXCOLOR\n"
1054 "\n"
1055 "\n"
1056 "\n"
1057 "\n"
1058 "#ifdef MODE_FLATCOLOR\n"
1059 "#endif // MODE_FLATCOLOR\n"
1060 "\n"
1061 "\n"
1062 "\n"
1063 "\n"
1064 "\n"
1065 "\n"
1066 "\n"
1067 "       color *= TintColor;\n"
1068 "\n"
1069 "#ifdef USEGLOW\n"
1070 "#ifdef USEVERTEXTEXTUREBLEND\n"
1071 "       color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);\n"
1072 "#else\n"
1073 "       color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
1074 "#endif\n"
1075 "#endif\n"
1076 "\n"
1077 "#ifdef USECONTRASTBOOST\n"
1078 "       color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhalf3(1, 1, 1));\n"
1079 "#endif\n"
1080 "\n"
1081 "       color.rgb *= SceneBrightness;\n"
1082 "\n"
1083 "       // apply fog after Contrastboost/SceneBrightness because its color is already modified appropriately\n"
1084 "#ifdef USEFOG\n"
1085 "       color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhalf2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
1086 "#endif\n"
1087 "\n"
1088 "       // reflection must come last because it already contains exactly the correct fog (the reflection render preserves camera distance from the plane, it only flips the side) and ContrastBoost/SceneBrightness\n"
1089 "#ifdef USEREFLECTION\n"
1090 "       vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
1091 "       //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
1092 "       vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhalf3(texture2D(Texture_Normal, TexCoord)) - myhalf3(0.5))).xyxy * DistortScaleRefractReflect;\n"
1093 "       color.rgb = mix(color.rgb, myhalf3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n"
1094 "#endif\n"
1095 "\n"
1096 "       gl_FragColor = vec4(color);\n"
1097 "}\n"
1098 "#endif // !MODE_REFRACTION\n"
1099 "#endif // !MODE_WATER\n"
1100 "\n"
1101 "#endif // FRAGMENT_SHADER\n"
1102 "\n"
1103 "#endif // !MODE_GENERIC\n"
1104 "#endif // !MODE_POSTPROCESS\n"
1105 "#endif // !MODE_DEPTH_OR_SHADOW\n"
1106 ;
1107
1108 typedef struct shaderpermutationinfo_s
1109 {
1110         const char *pretext;
1111         const char *name;
1112 }
1113 shaderpermutationinfo_t;
1114
1115 typedef struct shadermodeinfo_s
1116 {
1117         const char *vertexfilename;
1118         const char *geometryfilename;
1119         const char *fragmentfilename;
1120         const char *pretext;
1121         const char *name;
1122 }
1123 shadermodeinfo_t;
1124
1125 typedef enum shaderpermutation_e
1126 {
1127         SHADERPERMUTATION_DIFFUSE = 1<<0, // (lightsource) whether to use directional shading
1128         SHADERPERMUTATION_VERTEXTEXTUREBLEND = 1<<1, // indicates this is a two-layer material blend based on vertex alpha (q3bsp)
1129         SHADERPERMUTATION_COLORMAPPING = 1<<2, // indicates this is a colormapped skin
1130         SHADERPERMUTATION_CONTRASTBOOST = 1<<3, // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma)
1131         SHADERPERMUTATION_FOG = 1<<4, // tint the color by fog color or black if using additive blend mode
1132         SHADERPERMUTATION_CUBEFILTER = 1<<5, // (lightsource) use cubemap light filter
1133         SHADERPERMUTATION_GLOW = 1<<6, // (lightmap) blend in an additive glow texture
1134         SHADERPERMUTATION_SPECULAR = 1<<7, // (lightsource or deluxemapping) render specular effects
1135         SHADERPERMUTATION_EXACTSPECULARMATH = 1<<8, // (lightsource or deluxemapping) use exact reflection map for specular effects, as opposed to the usual OpenGL approximation
1136         SHADERPERMUTATION_REFLECTION = 1<<9, // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
1137         SHADERPERMUTATION_OFFSETMAPPING = 1<<10, // adjust texcoords to roughly simulate a displacement mapped surface
1138         SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING = 1<<11, // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
1139         SHADERPERMUTATION_GAMMARAMPS = 1<<12, // gamma (postprocessing only)
1140         SHADERPERMUTATION_POSTPROCESSING = 1<<13, // user defined postprocessing
1141         SHADERPERMUTATION_SATURATION = 1<<14, // user defined postprocessing
1142         SHADERPERMUTATION_LIMIT = 1<<15, // size of permutations array
1143         SHADERPERMUTATION_COUNT = 15 // size of shaderpermutationinfo array
1144 }
1145 shaderpermutation_t;
1146
1147 // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
1148 shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] =
1149 {
1150         {"#define USEDIFFUSE\n", " diffuse"},
1151         {"#define USEVERTEXTEXTUREBLEND\n", " vertextextureblend"},
1152         {"#define USECOLORMAPPING\n", " colormapping"},
1153         {"#define USECONTRASTBOOST\n", " contrastboost"},
1154         {"#define USEFOG\n", " fog"},
1155         {"#define USECUBEFILTER\n", " cubefilter"},
1156         {"#define USEGLOW\n", " glow"},
1157         {"#define USESPECULAR\n", " specular"},
1158         {"#define USEEXACTSPECULARMATH\n", " exactspecularmath"},
1159         {"#define USEREFLECTION\n", " reflection"},
1160         {"#define USEOFFSETMAPPING\n", " offsetmapping"},
1161         {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
1162         {"#define USEGAMMARAMPS\n", " gammaramps"},
1163         {"#define USEPOSTPROCESSING\n", " postprocessing"},
1164         {"#define USESATURATION\n", " saturation"},
1165 };
1166
1167 // this enum is multiplied by SHADERPERMUTATION_MODEBASE
1168 typedef enum shadermode_e
1169 {
1170         SHADERMODE_GENERIC, // (particles/HUD/etc) vertex color, optionally multiplied by one texture
1171         SHADERMODE_POSTPROCESS, // postprocessing shader (r_glsl_postprocess)
1172         SHADERMODE_DEPTH_OR_SHADOW, // (depthfirst/shadows) vertex shader only
1173         SHADERMODE_FLATCOLOR, // (lightmap) modulate texture by uniform color (q1bsp, q3bsp)
1174         SHADERMODE_VERTEXCOLOR, // (lightmap) modulate texture by vertex colors (q3bsp)
1175         SHADERMODE_LIGHTMAP, // (lightmap) modulate texture by lightmap texture (q1bsp, q3bsp)
1176         SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (q3bsp deluxemap)
1177         SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (q1bsp deluxemap)
1178         SHADERMODE_LIGHTDIRECTION, // (lightmap) use directional pixel shading from fixed light direction (q3bsp)
1179         SHADERMODE_LIGHTSOURCE, // (lightsource) use directional pixel shading from light source (rtlight)
1180         SHADERMODE_REFRACTION, // refract background (the material is rendered normally after this pass)
1181         SHADERMODE_WATER, // refract background and reflection (the material is rendered normally after this pass)
1182         SHADERMODE_COUNT
1183 }
1184 shadermode_t;
1185
1186 // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS!
1187 shadermodeinfo_t shadermodeinfo[SHADERMODE_COUNT] =
1188 {
1189         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
1190         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
1191         {"glsl/default.glsl", NULL, NULL               , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
1192         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
1193         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
1194         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
1195         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
1196         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
1197         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
1198         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
1199         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
1200         {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_WATER\n", " water"},
1201 };
1202
1203 typedef struct r_glsl_permutation_s
1204 {
1205         // indicates if we have tried compiling this permutation already
1206         qboolean compiled;
1207         // 0 if compilation failed
1208         int program;
1209         // locations of detected uniforms in program object, or -1 if not found
1210         int loc_Texture_First;
1211         int loc_Texture_Second;
1212         int loc_Texture_GammaRamps;
1213         int loc_Texture_Normal;
1214         int loc_Texture_Color;
1215         int loc_Texture_Gloss;
1216         int loc_Texture_Glow;
1217         int loc_Texture_SecondaryNormal;
1218         int loc_Texture_SecondaryColor;
1219         int loc_Texture_SecondaryGloss;
1220         int loc_Texture_SecondaryGlow;
1221         int loc_Texture_Pants;
1222         int loc_Texture_Shirt;
1223         int loc_Texture_FogMask;
1224         int loc_Texture_Lightmap;
1225         int loc_Texture_Deluxemap;
1226         int loc_Texture_Attenuation;
1227         int loc_Texture_Cube;
1228         int loc_Texture_Refraction;
1229         int loc_Texture_Reflection;
1230         int loc_FogColor;
1231         int loc_LightPosition;
1232         int loc_EyePosition;
1233         int loc_Color_Pants;
1234         int loc_Color_Shirt;
1235         int loc_FogRangeRecip;
1236         int loc_AmbientScale;
1237         int loc_DiffuseScale;
1238         int loc_SpecularScale;
1239         int loc_SpecularPower;
1240         int loc_GlowScale;
1241         int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
1242         int loc_OffsetMapping_Scale;
1243         int loc_TintColor;
1244         int loc_AmbientColor;
1245         int loc_DiffuseColor;
1246         int loc_SpecularColor;
1247         int loc_LightDir;
1248         int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost
1249         int loc_GammaCoeff; // 1 / gamma
1250         int loc_DistortScaleRefractReflect;
1251         int loc_ScreenScaleRefractReflect;
1252         int loc_ScreenCenterRefractReflect;
1253         int loc_RefractColor;
1254         int loc_ReflectColor;
1255         int loc_ReflectFactor;
1256         int loc_ReflectOffset;
1257         int loc_UserVec1;
1258         int loc_UserVec2;
1259         int loc_UserVec3;
1260         int loc_UserVec4;
1261         int loc_ClientTime;
1262         int loc_PixelSize;
1263         int loc_Saturation;
1264 }
1265 r_glsl_permutation_t;
1266
1267 // information about each possible shader permutation
1268 r_glsl_permutation_t r_glsl_permutations[SHADERMODE_COUNT][SHADERPERMUTATION_LIMIT];
1269 // currently selected permutation
1270 r_glsl_permutation_t *r_glsl_permutation;
1271
1272 static char *R_GLSL_GetText(const char *filename, qboolean printfromdisknotice)
1273 {
1274         char *shaderstring;
1275         if (!filename || !filename[0])
1276                 return NULL;
1277         shaderstring = (char *)FS_LoadFile(filename, r_main_mempool, false, NULL);
1278         if (shaderstring)
1279         {
1280                 if (printfromdisknotice)
1281                         Con_DPrint("from disk... ");
1282                 return shaderstring;
1283         }
1284         else if (!strcmp(filename, "glsl/default.glsl"))
1285         {
1286                 shaderstring = (char *) Mem_Alloc(r_main_mempool, strlen(builtinshaderstring) + 1);
1287                 memcpy(shaderstring, builtinshaderstring, strlen(builtinshaderstring) + 1);
1288         }
1289         return shaderstring;
1290 }
1291
1292 static void R_GLSL_CompilePermutation(unsigned int mode, unsigned int permutation)
1293 {
1294         int i;
1295         shadermodeinfo_t *modeinfo = shadermodeinfo + mode;
1296         r_glsl_permutation_t *p = &r_glsl_permutations[mode][permutation];
1297         int vertstrings_count = 0;
1298         int geomstrings_count = 0;
1299         int fragstrings_count = 0;
1300         char *vertexstring, *geometrystring, *fragmentstring;
1301         const char *vertstrings_list[32+3];
1302         const char *geomstrings_list[32+3];
1303         const char *fragstrings_list[32+3];
1304         char permutationname[256];
1305
1306         if (p->compiled)
1307                 return;
1308         p->compiled = true;
1309         p->program = 0;
1310
1311         permutationname[0] = 0;
1312         vertexstring   = R_GLSL_GetText(modeinfo->vertexfilename, true);
1313         geometrystring = R_GLSL_GetText(modeinfo->geometryfilename, false);
1314         fragmentstring = R_GLSL_GetText(modeinfo->fragmentfilename, false);
1315
1316         strlcat(permutationname, shadermodeinfo[mode].vertexfilename, sizeof(permutationname));
1317
1318         // the first pretext is which type of shader to compile as
1319         // (later these will all be bound together as a program object)
1320         vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n";
1321         geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n";
1322         fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n";
1323
1324         // the second pretext is the mode (for example a light source)
1325         vertstrings_list[vertstrings_count++] = shadermodeinfo[mode].pretext;
1326         geomstrings_list[geomstrings_count++] = shadermodeinfo[mode].pretext;
1327         fragstrings_list[fragstrings_count++] = shadermodeinfo[mode].pretext;
1328         strlcat(permutationname, modeinfo->name, sizeof(permutationname));
1329
1330         // now add all the permutation pretexts
1331         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1332         {
1333                 if (permutation & (1<<i))
1334                 {
1335                         vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
1336                         geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
1337                         fragstrings_list[fragstrings_count++] = shaderpermutationinfo[i].pretext;
1338                         strlcat(permutationname, shaderpermutationinfo[i].name, sizeof(permutationname));
1339                 }
1340                 else
1341                 {
1342                         // keep line numbers correct
1343                         vertstrings_list[vertstrings_count++] = "\n";
1344                         geomstrings_list[geomstrings_count++] = "\n";
1345                         fragstrings_list[fragstrings_count++] = "\n";
1346                 }
1347         }
1348
1349         // now append the shader text itself
1350         vertstrings_list[vertstrings_count++] = vertexstring;
1351         geomstrings_list[geomstrings_count++] = geometrystring;
1352         fragstrings_list[fragstrings_count++] = fragmentstring;
1353
1354         // if any sources were NULL, clear the respective list
1355         if (!vertexstring)
1356                 vertstrings_count = 0;
1357         if (!geometrystring)
1358                 geomstrings_count = 0;
1359         if (!fragmentstring)
1360                 fragstrings_count = 0;
1361
1362         // compile the shader program
1363         if (vertstrings_count + geomstrings_count + fragstrings_count)
1364                 p->program = GL_Backend_CompileProgram(vertstrings_count, vertstrings_list, geomstrings_count, geomstrings_list, fragstrings_count, fragstrings_list);
1365         if (p->program)
1366         {
1367                 CHECKGLERROR
1368                 qglUseProgramObjectARB(p->program);CHECKGLERROR
1369                 // look up all the uniform variable names we care about, so we don't
1370                 // have to look them up every time we set them
1371                 p->loc_Texture_First              = qglGetUniformLocationARB(p->program, "Texture_First");
1372                 p->loc_Texture_Second             = qglGetUniformLocationARB(p->program, "Texture_Second");
1373                 p->loc_Texture_GammaRamps         = qglGetUniformLocationARB(p->program, "Texture_GammaRamps");
1374                 p->loc_Texture_Normal             = qglGetUniformLocationARB(p->program, "Texture_Normal");
1375                 p->loc_Texture_Color              = qglGetUniformLocationARB(p->program, "Texture_Color");
1376                 p->loc_Texture_Gloss              = qglGetUniformLocationARB(p->program, "Texture_Gloss");
1377                 p->loc_Texture_Glow               = qglGetUniformLocationARB(p->program, "Texture_Glow");
1378                 p->loc_Texture_SecondaryNormal    = qglGetUniformLocationARB(p->program, "Texture_SecondaryNormal");
1379                 p->loc_Texture_SecondaryColor     = qglGetUniformLocationARB(p->program, "Texture_SecondaryColor");
1380                 p->loc_Texture_SecondaryGloss     = qglGetUniformLocationARB(p->program, "Texture_SecondaryGloss");
1381                 p->loc_Texture_SecondaryGlow      = qglGetUniformLocationARB(p->program, "Texture_SecondaryGlow");
1382                 p->loc_Texture_FogMask            = qglGetUniformLocationARB(p->program, "Texture_FogMask");
1383                 p->loc_Texture_Pants              = qglGetUniformLocationARB(p->program, "Texture_Pants");
1384                 p->loc_Texture_Shirt              = qglGetUniformLocationARB(p->program, "Texture_Shirt");
1385                 p->loc_Texture_Lightmap           = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
1386                 p->loc_Texture_Deluxemap          = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
1387                 p->loc_Texture_Refraction         = qglGetUniformLocationARB(p->program, "Texture_Refraction");
1388                 p->loc_Texture_Reflection         = qglGetUniformLocationARB(p->program, "Texture_Reflection");
1389                 p->loc_Texture_Attenuation        = qglGetUniformLocationARB(p->program, "Texture_Attenuation");
1390                 p->loc_Texture_Cube               = qglGetUniformLocationARB(p->program, "Texture_Cube");
1391                 p->loc_FogColor                   = qglGetUniformLocationARB(p->program, "FogColor");
1392                 p->loc_LightPosition              = qglGetUniformLocationARB(p->program, "LightPosition");
1393                 p->loc_EyePosition                = qglGetUniformLocationARB(p->program, "EyePosition");
1394                 p->loc_Color_Pants                = qglGetUniformLocationARB(p->program, "Color_Pants");
1395                 p->loc_Color_Shirt                = qglGetUniformLocationARB(p->program, "Color_Shirt");
1396                 p->loc_FogRangeRecip              = qglGetUniformLocationARB(p->program, "FogRangeRecip");
1397                 p->loc_AmbientScale               = qglGetUniformLocationARB(p->program, "AmbientScale");
1398                 p->loc_DiffuseScale               = qglGetUniformLocationARB(p->program, "DiffuseScale");
1399                 p->loc_SpecularPower              = qglGetUniformLocationARB(p->program, "SpecularPower");
1400                 p->loc_SpecularScale              = qglGetUniformLocationARB(p->program, "SpecularScale");
1401                 p->loc_GlowScale                  = qglGetUniformLocationARB(p->program, "GlowScale");
1402                 p->loc_SceneBrightness            = qglGetUniformLocationARB(p->program, "SceneBrightness");
1403                 p->loc_OffsetMapping_Scale        = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
1404                 p->loc_TintColor                  = qglGetUniformLocationARB(p->program, "TintColor");
1405                 p->loc_AmbientColor               = qglGetUniformLocationARB(p->program, "AmbientColor");
1406                 p->loc_DiffuseColor               = qglGetUniformLocationARB(p->program, "DiffuseColor");
1407                 p->loc_SpecularColor              = qglGetUniformLocationARB(p->program, "SpecularColor");
1408                 p->loc_LightDir                   = qglGetUniformLocationARB(p->program, "LightDir");
1409                 p->loc_ContrastBoostCoeff         = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
1410                 p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
1411                 p->loc_ScreenScaleRefractReflect  = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
1412                 p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
1413                 p->loc_RefractColor               = qglGetUniformLocationARB(p->program, "RefractColor");
1414                 p->loc_ReflectColor               = qglGetUniformLocationARB(p->program, "ReflectColor");
1415                 p->loc_ReflectFactor              = qglGetUniformLocationARB(p->program, "ReflectFactor");
1416                 p->loc_ReflectOffset              = qglGetUniformLocationARB(p->program, "ReflectOffset");
1417                 p->loc_GammaCoeff                 = qglGetUniformLocationARB(p->program, "GammaCoeff");
1418                 p->loc_UserVec1                   = qglGetUniformLocationARB(p->program, "UserVec1");
1419                 p->loc_UserVec2                   = qglGetUniformLocationARB(p->program, "UserVec2");
1420                 p->loc_UserVec3                   = qglGetUniformLocationARB(p->program, "UserVec3");
1421                 p->loc_UserVec4                   = qglGetUniformLocationARB(p->program, "UserVec4");
1422                 p->loc_ClientTime                 = qglGetUniformLocationARB(p->program, "ClientTime");
1423                 p->loc_PixelSize                  = qglGetUniformLocationARB(p->program, "PixelSize");
1424                 // initialize the samplers to refer to the texture units we use
1425                 if (p->loc_Texture_First           >= 0) qglUniform1iARB(p->loc_Texture_First          , GL20TU_FIRST);
1426                 if (p->loc_Texture_Second          >= 0) qglUniform1iARB(p->loc_Texture_Second         , GL20TU_SECOND);
1427                 if (p->loc_Texture_GammaRamps      >= 0) qglUniform1iARB(p->loc_Texture_GammaRamps     , GL20TU_GAMMARAMPS);
1428                 if (p->loc_Texture_Normal          >= 0) qglUniform1iARB(p->loc_Texture_Normal         , GL20TU_NORMAL);
1429                 if (p->loc_Texture_Color           >= 0) qglUniform1iARB(p->loc_Texture_Color          , GL20TU_COLOR);
1430                 if (p->loc_Texture_Gloss           >= 0) qglUniform1iARB(p->loc_Texture_Gloss          , GL20TU_GLOSS);
1431                 if (p->loc_Texture_Glow            >= 0) qglUniform1iARB(p->loc_Texture_Glow           , GL20TU_GLOW);
1432                 if (p->loc_Texture_SecondaryNormal >= 0) qglUniform1iARB(p->loc_Texture_SecondaryNormal, GL20TU_SECONDARY_NORMAL);
1433                 if (p->loc_Texture_SecondaryColor  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryColor , GL20TU_SECONDARY_COLOR);
1434                 if (p->loc_Texture_SecondaryGloss  >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGloss , GL20TU_SECONDARY_GLOSS);
1435                 if (p->loc_Texture_SecondaryGlow   >= 0) qglUniform1iARB(p->loc_Texture_SecondaryGlow  , GL20TU_SECONDARY_GLOW);
1436                 if (p->loc_Texture_Pants           >= 0) qglUniform1iARB(p->loc_Texture_Pants          , GL20TU_PANTS);
1437                 if (p->loc_Texture_Shirt           >= 0) qglUniform1iARB(p->loc_Texture_Shirt          , GL20TU_SHIRT);
1438                 if (p->loc_Texture_FogMask         >= 0) qglUniform1iARB(p->loc_Texture_FogMask        , GL20TU_FOGMASK);
1439                 if (p->loc_Texture_Lightmap        >= 0) qglUniform1iARB(p->loc_Texture_Lightmap       , GL20TU_LIGHTMAP);
1440                 if (p->loc_Texture_Deluxemap       >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap      , GL20TU_DELUXEMAP);
1441                 if (p->loc_Texture_Attenuation     >= 0) qglUniform1iARB(p->loc_Texture_Attenuation    , GL20TU_ATTENUATION);
1442                 if (p->loc_Texture_Cube            >= 0) qglUniform1iARB(p->loc_Texture_Cube           , GL20TU_CUBE);
1443                 if (p->loc_Texture_Refraction      >= 0) qglUniform1iARB(p->loc_Texture_Refraction     , GL20TU_REFRACTION);
1444                 if (p->loc_Texture_Reflection      >= 0) qglUniform1iARB(p->loc_Texture_Reflection     , GL20TU_REFLECTION);
1445                 CHECKGLERROR
1446                 if (developer.integer)
1447                         Con_Printf("GLSL shader %s compiled.\n", permutationname);
1448         }
1449         else
1450                 Con_Printf("GLSL shader %s failed!  some features may not work properly.\n", permutationname);
1451
1452         // free the strings
1453         if (vertexstring)
1454                 Mem_Free(vertexstring);
1455         if (geometrystring)
1456                 Mem_Free(geometrystring);
1457         if (fragmentstring)
1458                 Mem_Free(fragmentstring);
1459 }
1460
1461 void R_GLSL_Restart_f(void)
1462 {
1463         unsigned int mode;
1464         unsigned int permutation;
1465         for (mode = 0;mode < SHADERMODE_COUNT;mode++)
1466                 for (permutation = 0;permutation < SHADERPERMUTATION_LIMIT;permutation++)
1467                         if (r_glsl_permutations[mode][permutation].program)
1468                                 GL_Backend_FreeProgram(r_glsl_permutations[mode][permutation].program);
1469         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
1470 }
1471
1472 void R_GLSL_DumpShader_f(void)
1473 {
1474         int i;
1475
1476         qfile_t *file = FS_OpenRealFile("glsl/default.glsl", "w", false);
1477         if(!file)
1478         {
1479                 Con_Printf("failed to write to glsl/default.glsl\n");
1480                 return;
1481         }
1482
1483         FS_Print(file, "// The engine may define the following macros:\n");
1484         FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n");
1485         for (i = 0;i < SHADERMODE_COUNT;i++)
1486                 FS_Printf(file, "// %s", shadermodeinfo[i].pretext);
1487         for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1488                 FS_Printf(file, "// %s", shaderpermutationinfo[i].pretext);
1489         FS_Print(file, "\n");
1490         FS_Print(file, builtinshaderstring);
1491         FS_Close(file);
1492
1493         Con_Printf("glsl/default.glsl written\n");
1494 }
1495
1496 void R_SetupShader_SetPermutation(unsigned int mode, unsigned int permutation)
1497 {
1498         r_glsl_permutation_t *perm = &r_glsl_permutations[mode][permutation];
1499         if (r_glsl_permutation != perm)
1500         {
1501                 r_glsl_permutation = perm;
1502                 if (!r_glsl_permutation->program)
1503                 {
1504                         if (!r_glsl_permutation->compiled)
1505                                 R_GLSL_CompilePermutation(mode, permutation);
1506                         if (!r_glsl_permutation->program)
1507                         {
1508                                 // remove features until we find a valid permutation
1509                                 int i;
1510                                 for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
1511                                 {
1512                                         // reduce i more quickly whenever it would not remove any bits
1513                                         int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
1514                                         if (!(permutation & j))
1515                                                 continue;
1516                                         permutation -= j;
1517                                         r_glsl_permutation = &r_glsl_permutations[mode][permutation];
1518                                         if (!r_glsl_permutation->compiled)
1519                                                 R_GLSL_CompilePermutation(mode, permutation);
1520                                         if (r_glsl_permutation->program)
1521                                                 break;
1522                                 }
1523                                 if (i >= SHADERPERMUTATION_COUNT)
1524                                 {
1525                                         Con_Printf("OpenGL 2.0 shaders disabled - unable to find a working shader permutation fallback on this driver (set r_glsl 1 if you want to try again)\n");
1526                                         Cvar_SetValueQuick(&r_glsl, 0);
1527                                         R_GLSL_Restart_f(); // unload shaders
1528                                         return; // no bit left to clear
1529                                 }
1530                         }
1531                 }
1532                 CHECKGLERROR
1533                 qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR
1534         }
1535 }
1536
1537 void R_SetupGenericShader(qboolean usetexture)
1538 {
1539         if (gl_support_fragment_shader)
1540         {
1541                 if (r_glsl.integer && r_glsl_usegeneric.integer)
1542                         R_SetupShader_SetPermutation(SHADERMODE_GENERIC, usetexture ? SHADERPERMUTATION_DIFFUSE : 0);
1543                 else if (r_glsl_permutation)
1544                 {
1545                         r_glsl_permutation = NULL;
1546                         qglUseProgramObjectARB(0);CHECKGLERROR
1547                 }
1548         }
1549 }
1550
1551 void R_SetupGenericTwoTextureShader(int texturemode)
1552 {
1553         if (gl_support_fragment_shader)
1554         {
1555                 if (r_glsl.integer && r_glsl_usegeneric.integer)
1556                         R_SetupShader_SetPermutation(SHADERMODE_GENERIC, SHADERPERMUTATION_DIFFUSE | SHADERPERMUTATION_SPECULAR | (r_shadow_glossexact.integer ? SHADERPERMUTATION_EXACTSPECULARMATH : 0) | (texturemode == GL_MODULATE ? SHADERPERMUTATION_COLORMAPPING : (texturemode == GL_ADD ? SHADERPERMUTATION_GLOW : (texturemode == GL_DECAL ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0))));
1557                 else if (r_glsl_permutation)
1558                 {
1559                         r_glsl_permutation = NULL;
1560                         qglUseProgramObjectARB(0);CHECKGLERROR
1561                 }
1562         }
1563         if (!r_glsl_permutation)
1564         {
1565                 if (texturemode == GL_DECAL && gl_combine.integer)
1566                         texturemode = GL_INTERPOLATE_ARB;
1567                 R_Mesh_TexCombine(1, texturemode, texturemode, 1, 1);
1568         }
1569 }
1570
1571 void R_SetupDepthOrShadowShader(void)
1572 {
1573         if (gl_support_fragment_shader)
1574         {
1575                 if (r_glsl.integer && r_glsl_usegeneric.integer)
1576                         R_SetupShader_SetPermutation(SHADERMODE_DEPTH_OR_SHADOW, 0);
1577                 else if (r_glsl_permutation)
1578                 {
1579                         r_glsl_permutation = NULL;
1580                         qglUseProgramObjectARB(0);CHECKGLERROR
1581                 }
1582         }
1583 }
1584
1585 extern rtexture_t *r_shadow_attenuationgradienttexture;
1586 extern rtexture_t *r_shadow_attenuation2dtexture;
1587 extern rtexture_t *r_shadow_attenuation3dtexture;
1588 void R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass)
1589 {
1590         // select a permutation of the lighting shader appropriate to this
1591         // combination of texture, entity, light source, and fogging, only use the
1592         // minimum features necessary to avoid wasting rendering time in the
1593         // fragment shader on features that are not being used
1594         unsigned int permutation = 0;
1595         unsigned int mode = 0;
1596         // TODO: implement geometry-shader based shadow volumes someday
1597         if (r_glsl_offsetmapping.integer)
1598         {
1599                 permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1600                 if (r_glsl_offsetmapping_reliefmapping.integer)
1601                         permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1602         }
1603         if (rsurfacepass == RSURFPASS_BACKGROUND)
1604         {
1605                 // distorted background
1606                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
1607                         mode = SHADERMODE_WATER;
1608                 else
1609                         mode = SHADERMODE_REFRACTION;
1610         }
1611         else if (rsurfacepass == RSURFPASS_RTLIGHT)
1612         {
1613                 // light source
1614                 mode = SHADERMODE_LIGHTSOURCE;
1615                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1616                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1617                 if (rsurface.rtlight->currentcubemap != r_texture_whitecube)
1618                         permutation |= SHADERPERMUTATION_CUBEFILTER;
1619                 if (diffusescale > 0)
1620                         permutation |= SHADERPERMUTATION_DIFFUSE;
1621                 if (specularscale > 0)
1622                         permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1623                 if (r_refdef.fogenabled)
1624                         permutation |= SHADERPERMUTATION_FOG;
1625                 if (rsurface.texture->colormapping)
1626                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1627                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1628                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1629         }
1630         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
1631         {
1632                 // unshaded geometry (fullbright or ambient model lighting)
1633                 mode = SHADERMODE_FLATCOLOR;
1634                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1635                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1636                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1637                         permutation |= SHADERPERMUTATION_GLOW;
1638                 if (r_refdef.fogenabled)
1639                         permutation |= SHADERPERMUTATION_FOG;
1640                 if (rsurface.texture->colormapping)
1641                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1642                 if (r_glsl_offsetmapping.integer)
1643                 {
1644                         permutation |= SHADERPERMUTATION_OFFSETMAPPING;
1645                         if (r_glsl_offsetmapping_reliefmapping.integer)
1646                                 permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;
1647                 }
1648                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1649                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1650                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1651                         permutation |= SHADERPERMUTATION_REFLECTION;
1652         }
1653         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
1654         {
1655                 // directional model lighting
1656                 mode = SHADERMODE_LIGHTDIRECTION;
1657                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1658                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1659                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1660                         permutation |= SHADERPERMUTATION_GLOW;
1661                 permutation |= SHADERPERMUTATION_DIFFUSE;
1662                 if (specularscale > 0)
1663                         permutation |= SHADERPERMUTATION_SPECULAR;
1664                 if (r_refdef.fogenabled)
1665                         permutation |= SHADERPERMUTATION_FOG;
1666                 if (rsurface.texture->colormapping)
1667                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1668                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1669                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1670                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1671                         permutation |= SHADERPERMUTATION_REFLECTION;
1672         }
1673         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
1674         {
1675                 // ambient model lighting
1676                 mode = SHADERMODE_LIGHTDIRECTION;
1677                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1678                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1679                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1680                         permutation |= SHADERPERMUTATION_GLOW;
1681                 if (r_refdef.fogenabled)
1682                         permutation |= SHADERPERMUTATION_FOG;
1683                 if (rsurface.texture->colormapping)
1684                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1685                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1686                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1687                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1688                         permutation |= SHADERPERMUTATION_REFLECTION;
1689         }
1690         else
1691         {
1692                 // lightmapped wall
1693                 if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping)
1694                 {
1695                         // deluxemapping (light direction texture)
1696                         if (rsurface.uselightmaptexture && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brushq3.deluxemapping && r_refdef.scene.worldmodel->brushq3.deluxemapping_modelspace)
1697                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE;
1698                         else
1699                                 mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1700                         permutation |= SHADERPERMUTATION_DIFFUSE;
1701                         if (specularscale > 0)
1702                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1703                 }
1704                 else if (r_glsl_deluxemapping.integer >= 2)
1705                 {
1706                         // fake deluxemapping (uniform light direction in tangentspace)
1707                         mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
1708                         permutation |= SHADERPERMUTATION_DIFFUSE;
1709                         if (specularscale > 0)
1710                                 permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
1711                 }
1712                 else if (rsurface.uselightmaptexture)
1713                 {
1714                         // ordinary lightmapping (q1bsp, q3bsp)
1715                         mode = SHADERMODE_LIGHTMAP;
1716                 }
1717                 else
1718                 {
1719                         // ordinary vertex coloring (q3bsp)
1720                         mode = SHADERMODE_VERTEXCOLOR;
1721                 }
1722                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
1723                         permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
1724                 if (rsurface.texture->currentskinframe->glow && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
1725                         permutation |= SHADERPERMUTATION_GLOW;
1726                 if (r_refdef.fogenabled)
1727                         permutation |= SHADERPERMUTATION_FOG;
1728                 if (rsurface.texture->colormapping)
1729                         permutation |= SHADERPERMUTATION_COLORMAPPING;
1730                 if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
1731                         permutation |= SHADERPERMUTATION_CONTRASTBOOST;
1732                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
1733                         permutation |= SHADERPERMUTATION_REFLECTION;
1734         }
1735         if(permutation & SHADERPERMUTATION_SPECULAR)
1736                 if(r_shadow_glossexact.integer)
1737                         permutation |= SHADERPERMUTATION_EXACTSPECULARMATH;
1738         R_SetupShader_SetPermutation(mode, permutation);
1739         if (mode == SHADERMODE_LIGHTSOURCE)
1740         {
1741                 if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]);
1742                 if (permutation & SHADERPERMUTATION_DIFFUSE)
1743                 {
1744                         if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0], lightcolorbase[1], lightcolorbase[2], rsurface.texture->lightmapcolor[3]);
1745                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, ambientscale);
1746                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, diffusescale);
1747                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, specularscale);
1748                 }
1749                 else
1750                 {
1751                         // ambient only is simpler
1752                         if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, lightcolorbase[0] * ambientscale, lightcolorbase[1] * ambientscale, lightcolorbase[2] * ambientscale, rsurface.texture->lightmapcolor[3]);
1753                         if (r_glsl_permutation->loc_AmbientScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, 1);
1754                         if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, 0);
1755                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0);
1756                 }
1757                 // additive passes are only darkened by fog, not tinted
1758                 if (r_glsl_permutation->loc_FogColor >= 0)
1759                         qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1760         }
1761         else
1762         {
1763                 if (mode == SHADERMODE_LIGHTDIRECTION)
1764                 {
1765                         if (r_glsl_permutation->loc_AmbientColor  >= 0) qglUniform3fARB(r_glsl_permutation->loc_AmbientColor , rsurface.modellight_ambient[0] * ambientscale  * 0.5f, rsurface.modellight_ambient[1] * ambientscale  * 0.5f, rsurface.modellight_ambient[2] * ambientscale  * 0.5f);
1766                         if (r_glsl_permutation->loc_DiffuseColor  >= 0) qglUniform3fARB(r_glsl_permutation->loc_DiffuseColor , rsurface.modellight_diffuse[0] * diffusescale  * 0.5f, rsurface.modellight_diffuse[1] * diffusescale  * 0.5f, rsurface.modellight_diffuse[2] * diffusescale  * 0.5f);
1767                         if (r_glsl_permutation->loc_SpecularColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_SpecularColor, rsurface.modellight_diffuse[0] * specularscale * 0.5f, rsurface.modellight_diffuse[1] * specularscale * 0.5f, rsurface.modellight_diffuse[2] * specularscale * 0.5f);
1768                         if (r_glsl_permutation->loc_LightDir      >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]);
1769                 }
1770                 else
1771                 {
1772                         if (r_glsl_permutation->loc_AmbientScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_AmbientScale, r_refdef.scene.ambient * 1.0f / 128.0f);
1773                         if (r_glsl_permutation->loc_DiffuseScale  >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity);
1774                         if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
1775                 }
1776                 if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2], rsurface.texture->lightmapcolor[3]);
1777                 if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
1778                 // additive passes are only darkened by fog, not tinted
1779                 if (r_glsl_permutation->loc_FogColor >= 0)
1780                 {
1781                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
1782                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
1783                         else
1784                                 qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
1785                 }
1786                 if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor);
1787                 if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
1788                 if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
1789                 if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f);
1790                 if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f);
1791                 if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin);
1792                 if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin);
1793         }
1794         if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
1795         {
1796                 // The formula used is actually:
1797                 //   color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
1798                 //   color.rgb *= SceneBrightness;
1799                 // simplified:
1800                 //   color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[ContrastBoost - 1]] * color.rgb + 1);
1801                 // and do [[calculations]] here in the engine
1802                 qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, r_glsl_contrastboost.value - 1);
1803                 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale * r_glsl_contrastboost.value);
1804         }
1805         else
1806                 if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale);
1807         if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
1808         if (r_glsl_permutation->loc_Color_Pants >= 0)
1809         {
1810                 if (rsurface.texture->currentskinframe->pants)
1811                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]);
1812                 else
1813                         qglUniform3fARB(r_glsl_permutation->loc_Color_Pants, 0, 0, 0);
1814         }
1815         if (r_glsl_permutation->loc_Color_Shirt >= 0)
1816         {
1817                 if (rsurface.texture->currentskinframe->shirt)
1818                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, rsurface.colormap_shirtcolor[0], rsurface.colormap_shirtcolor[1], rsurface.colormap_shirtcolor[2]);
1819                 else
1820                         qglUniform3fARB(r_glsl_permutation->loc_Color_Shirt, 0, 0, 0);
1821         }
1822         if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip * Matrix4x4_ScaleFromMatrix(&rsurface.matrix));
1823         if(permutation & SHADERPERMUTATION_EXACTSPECULARMATH)
1824         {
1825                 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower * 0.25);
1826         }
1827         else
1828         {
1829                 if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
1830         }
1831         if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
1832         CHECKGLERROR
1833 }
1834
1835 #define SKINFRAME_HASH 1024
1836
1837 typedef struct
1838 {
1839         int loadsequence; // incremented each level change
1840         memexpandablearray_t array;
1841         skinframe_t *hash[SKINFRAME_HASH];
1842 }
1843 r_skinframe_t;
1844 r_skinframe_t r_skinframe;
1845
1846 void R_SkinFrame_PrepareForPurge(void)
1847 {
1848         r_skinframe.loadsequence++;
1849         // wrap it without hitting zero
1850         if (r_skinframe.loadsequence >= 200)
1851                 r_skinframe.loadsequence = 1;
1852 }
1853
1854 void R_SkinFrame_MarkUsed(skinframe_t *skinframe)
1855 {
1856         if (!skinframe)
1857                 return;
1858         // mark the skinframe as used for the purging code
1859         skinframe->loadsequence = r_skinframe.loadsequence;
1860 }
1861
1862 void R_SkinFrame_Purge(void)
1863 {
1864         int i;
1865         skinframe_t *s;
1866         for (i = 0;i < SKINFRAME_HASH;i++)
1867         {
1868                 for (s = r_skinframe.hash[i];s;s = s->next)
1869                 {
1870                         if (s->loadsequence && s->loadsequence != r_skinframe.loadsequence)
1871                         {
1872                                 if (s->merged == s->base)
1873                                         s->merged = NULL;
1874                                 // FIXME: maybe pass a pointer to the pointer to R_PurgeTexture and reset it to NULL inside? [11/29/2007 Black]
1875                                 R_PurgeTexture(s->stain );s->stain  = NULL;
1876                                 R_PurgeTexture(s->merged);s->merged = NULL;
1877                                 R_PurgeTexture(s->base  );s->base   = NULL;
1878                                 R_PurgeTexture(s->pants );s->pants  = NULL;
1879                                 R_PurgeTexture(s->shirt );s->shirt  = NULL;
1880                                 R_PurgeTexture(s->nmap  );s->nmap   = NULL;
1881                                 R_PurgeTexture(s->gloss );s->gloss  = NULL;
1882                                 R_PurgeTexture(s->glow  );s->glow   = NULL;
1883                                 R_PurgeTexture(s->fog   );s->fog    = NULL;
1884                                 s->loadsequence = 0;
1885                         }
1886                 }
1887         }
1888 }
1889
1890 skinframe_t *R_SkinFrame_FindNextByName( skinframe_t *last, const char *name ) {
1891         skinframe_t *item;
1892         char basename[MAX_QPATH];
1893
1894         Image_StripImageExtension(name, basename, sizeof(basename));
1895
1896         if( last == NULL ) {
1897                 int hashindex;
1898                 hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1899                 item = r_skinframe.hash[hashindex];
1900         } else {
1901                 item = last->next;
1902         }
1903
1904         // linearly search through the hash bucket
1905         for( ; item ; item = item->next ) {
1906                 if( !strcmp( item->basename, basename ) ) {
1907                         return item;
1908                 }
1909         }
1910         return NULL;
1911 }
1912
1913 skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewidth, int compareheight, int comparecrc, qboolean add)
1914 {
1915         skinframe_t *item;
1916         int hashindex;
1917         char basename[MAX_QPATH];
1918
1919         Image_StripImageExtension(name, basename, sizeof(basename));
1920
1921         hashindex = CRC_Block((unsigned char *)basename, strlen(basename)) & (SKINFRAME_HASH - 1);
1922         for (item = r_skinframe.hash[hashindex];item;item = item->next)
1923                 if (!strcmp(item->basename, basename) && item->textureflags == textureflags && item->comparewidth == comparewidth && item->compareheight == compareheight && item->comparecrc == comparecrc)
1924                         break;
1925
1926         if (!item) {
1927                 rtexture_t *dyntexture;
1928                 // check whether its a dynamic texture
1929                 dyntexture = CL_GetDynTexture( basename );
1930                 if (!add && !dyntexture)
1931                         return NULL;
1932                 item = (skinframe_t *)Mem_ExpandableArray_AllocRecord(&r_skinframe.array);
1933                 memset(item, 0, sizeof(*item));
1934                 strlcpy(item->basename, basename, sizeof(item->basename));
1935                 item->base = dyntexture; // either NULL or dyntexture handle
1936                 item->textureflags = textureflags;
1937                 item->comparewidth = comparewidth;
1938                 item->compareheight = compareheight;
1939                 item->comparecrc = comparecrc;
1940                 item->next = r_skinframe.hash[hashindex];
1941                 r_skinframe.hash[hashindex] = item;
1942         }
1943         else if( item->base == NULL )
1944         {
1945                 rtexture_t *dyntexture;
1946                 // check whether its a dynamic texture
1947                 // this only needs to be done because Purge doesnt delete skinframes - only sets the texture pointers to NULL and we need to restore it before returing.. [11/29/2007 Black]
1948                 dyntexture = CL_GetDynTexture( basename );
1949                 item->base = dyntexture; // either NULL or dyntexture handle
1950         }
1951
1952         R_SkinFrame_MarkUsed(item);
1953         return item;
1954 }
1955
1956 #define R_SKINFRAME_LOAD_AVERAGE_COLORS(cnt, getpixel) \
1957         { \
1958                 unsigned long long avgcolor[5], wsum; \
1959                 int pix, comp, w; \
1960                 avgcolor[0] = 0; \
1961                 avgcolor[1] = 0; \
1962                 avgcolor[2] = 0; \
1963                 avgcolor[3] = 0; \
1964                 avgcolor[4] = 0; \
1965                 wsum = 0; \
1966                 for(pix = 0; pix < cnt; ++pix) \
1967                 { \
1968                         w = 0; \
1969                         for(comp = 0; comp < 3; ++comp) \
1970                                 w += getpixel; \
1971                         if(w) /* ignore perfectly black pixels because that is better for model skins */ \
1972                         { \
1973                                 ++wsum; \
1974                                 /* comp = 3; -- not needed, comp is always 3 when we get here */ \
1975                                 w = getpixel; \
1976                                 for(comp = 0; comp < 3; ++comp) \
1977                                         avgcolor[comp] += getpixel * w; \
1978                                 avgcolor[3] += w; \
1979                         } \
1980                         /* comp = 3; -- not needed, comp is always 3 when we get here */ \
1981                         avgcolor[4] += getpixel; \
1982                 } \
1983                 if(avgcolor[3] == 0) /* no pixels seen? even worse */ \
1984                         avgcolor[3] = 1; \
1985                 skinframe->avgcolor[0] = avgcolor[2] / (255.0 * avgcolor[3]); \
1986                 skinframe->avgcolor[1] = avgcolor[1] / (255.0 * avgcolor[3]); \
1987                 skinframe->avgcolor[2] = avgcolor[0] / (255.0 * avgcolor[3]); \
1988                 skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \
1989         }
1990
1991 skinframe_t *R_SkinFrame_LoadExternal_CheckAlpha(const char *name, int textureflags, qboolean complain, qboolean *has_alpha)
1992 {
1993         // FIXME: it should be possible to disable loading various layers using
1994         // cvars, to prevent wasted loading time and memory usage if the user does
1995         // not want them
1996         qboolean loadnormalmap = true;
1997         qboolean loadgloss = true;
1998         qboolean loadpantsandshirt = true;
1999         qboolean loadglow = true;
2000         int j;
2001         unsigned char *pixels;
2002         unsigned char *bumppixels;
2003         unsigned char *basepixels = NULL;
2004         int basepixels_width;
2005         int basepixels_height;
2006         skinframe_t *skinframe;
2007
2008         *has_alpha = false;
2009
2010         if (cls.state == ca_dedicated)
2011                 return NULL;
2012
2013         // return an existing skinframe if already loaded
2014         // if loading of the first image fails, don't make a new skinframe as it
2015         // would cause all future lookups of this to be missing
2016         skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
2017         if (skinframe && skinframe->base)
2018                 return skinframe;
2019
2020         basepixels = loadimagepixelsbgra(name, complain, true);
2021         if (basepixels == NULL)
2022                 return NULL;
2023
2024         if (developer_loading.integer)
2025                 Con_Printf("loading skin \"%s\"\n", name);
2026
2027         // we've got some pixels to store, so really allocate this new texture now
2028         if (!skinframe)
2029                 skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, true);
2030         skinframe->stain = NULL;
2031         skinframe->merged = NULL;
2032         skinframe->base = r_texture_notexture;
2033         skinframe->pants = NULL;
2034         skinframe->shirt = NULL;
2035         skinframe->nmap = r_texture_blanknormalmap;
2036         skinframe->gloss = NULL;
2037         skinframe->glow = NULL;
2038         skinframe->fog = NULL;
2039
2040         basepixels_width = image_width;
2041         basepixels_height = image_height;
2042         skinframe->base = R_LoadTexture2D (r_main_texturepool, skinframe->basename, basepixels_width, basepixels_height, basepixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2043
2044         if (textureflags & TEXF_ALPHA)
2045         {
2046                 for (j = 3;j < basepixels_width * basepixels_height * 4;j += 4)
2047                         if (basepixels[j] < 255)
2048                                 break;
2049                 if (j < basepixels_width * basepixels_height * 4)
2050                 {
2051                         // has transparent pixels
2052                         *has_alpha = true;
2053                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2054                         for (j = 0;j < image_width * image_height * 4;j += 4)
2055                         {
2056                                 pixels[j+0] = 255;
2057                                 pixels[j+1] = 255;
2058                                 pixels[j+2] = 255;
2059                                 pixels[j+3] = basepixels[j+3];
2060                         }
2061                         skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2062                         Mem_Free(pixels);
2063                 }
2064         }
2065
2066         R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
2067         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2068
2069         // _norm is the name used by tenebrae and has been adopted as standard
2070         if (loadnormalmap)
2071         {
2072                 if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false)) != NULL)
2073                 {
2074                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2075                         Mem_Free(pixels);
2076                         pixels = NULL;
2077                 }
2078                 else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false)) != NULL)
2079                 {
2080                         pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
2081                         Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
2082                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2083                         Mem_Free(pixels);
2084                         Mem_Free(bumppixels);
2085                 }
2086                 else if (r_shadow_bumpscale_basetexture.value > 0)
2087                 {
2088                         pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4);
2089                         Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value);
2090                         skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | skinframe->textureflags) & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
2091                         Mem_Free(pixels);
2092                 }
2093         }
2094         // _luma is supported for tenebrae compatibility
2095         // (I think it's a very stupid name, but oh well)
2096         // _glow is the preferred name
2097         if (loadglow          && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false)) != NULL || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2098         if (loadgloss         && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2099         if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2100         if (loadpantsandshirt && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
2101
2102         if (basepixels)
2103                 Mem_Free(basepixels);
2104
2105         return skinframe;
2106 }
2107
2108 skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
2109 {
2110         qboolean has_alpha;
2111         return R_SkinFrame_LoadExternal_CheckAlpha(name, textureflags, complain, &has_alpha);
2112 }
2113
2114 static rtexture_t *R_SkinFrame_TextureForSkinLayer(const unsigned char *in, int width, int height, const char *name, const unsigned int *palette, int textureflags, qboolean force)
2115 {
2116         int i;
2117         if (!force)
2118         {
2119                 for (i = 0;i < width*height;i++)
2120                         if (((unsigned char *)&palette[in[i]])[3] > 0)
2121                                 break;
2122                 if (i == width*height)
2123                         return NULL;
2124         }
2125         return R_LoadTexture2D (r_main_texturepool, name, width, height, in, TEXTYPE_PALETTE, textureflags, palette);
2126 }
2127
2128 // this is only used by .spr32 sprites, HL .spr files, HL .bsp files
2129 skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height)
2130 {
2131         int i;
2132         unsigned char *temp1, *temp2;
2133         skinframe_t *skinframe;
2134
2135         if (cls.state == ca_dedicated)
2136                 return NULL;
2137
2138         // if already loaded just return it, otherwise make a new skinframe
2139         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height*4) : 0, true);
2140         if (skinframe && skinframe->base)
2141                 return skinframe;
2142
2143         skinframe->stain = NULL;
2144         skinframe->merged = NULL;
2145         skinframe->base = r_texture_notexture;
2146         skinframe->pants = NULL;
2147         skinframe->shirt = NULL;
2148         skinframe->nmap = r_texture_blanknormalmap;
2149         skinframe->gloss = NULL;
2150         skinframe->glow = NULL;
2151         skinframe->fog = NULL;
2152
2153         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2154         if (!skindata)
2155                 return NULL;
2156
2157         if (developer_loading.integer)
2158                 Con_Printf("loading 32bit skin \"%s\"\n", name);
2159
2160         if (r_shadow_bumpscale_basetexture.value > 0)
2161         {
2162                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2163                 temp2 = temp1 + width * height * 4;
2164                 Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2165                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2166                 Mem_Free(temp1);
2167         }
2168         skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2169         if (textureflags & TEXF_ALPHA)
2170         {
2171                 for (i = 3;i < width * height * 4;i += 4)
2172                         if (skindata[i] < 255)
2173                                 break;
2174                 if (i < width * height * 4)
2175                 {
2176                         unsigned char *fogpixels = (unsigned char *)Mem_Alloc(tempmempool, width * height * 4);
2177                         memcpy(fogpixels, skindata, width * height * 4);
2178                         for (i = 0;i < width * height * 4;i += 4)
2179                                 fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255;
2180                         skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, skinframe->textureflags, NULL);
2181                         Mem_Free(fogpixels);
2182                 }
2183         }
2184
2185         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, skindata[4 * pix + comp]);
2186         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2187
2188         return skinframe;
2189 }
2190
2191 skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, int loadpantsandshirt, int loadglowtexture, const unsigned char *skindata, int width, int height)
2192 {
2193         int i;
2194         unsigned char *temp1, *temp2;
2195         unsigned int *palette;
2196         skinframe_t *skinframe;
2197
2198         if (cls.state == ca_dedicated)
2199                 return NULL;
2200
2201         // if already loaded just return it, otherwise make a new skinframe
2202         skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true);
2203         if (skinframe && skinframe->base)
2204                 return skinframe;
2205
2206         palette = (loadglowtexture ? palette_bgra_nofullbrights : ((skinframe->textureflags & TEXF_ALPHA) ? palette_bgra_transparent : palette_bgra_complete));
2207
2208         skinframe->stain = NULL;
2209         skinframe->merged = NULL;
2210         skinframe->base = r_texture_notexture;
2211         skinframe->pants = NULL;
2212         skinframe->shirt = NULL;
2213         skinframe->nmap = r_texture_blanknormalmap;
2214         skinframe->gloss = NULL;
2215         skinframe->glow = NULL;
2216         skinframe->fog = NULL;
2217
2218         // if no data was provided, then clearly the caller wanted to get a blank skinframe
2219         if (!skindata)
2220                 return NULL;
2221
2222         if (developer_loading.integer)
2223                 Con_Printf("loading quake skin \"%s\"\n", name);
2224
2225         if (r_shadow_bumpscale_basetexture.value > 0)
2226         {
2227                 temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
2228                 temp2 = temp1 + width * height * 4;
2229                 // use either a custom palette or the quake palette
2230                 Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete);
2231                 Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value);
2232                 skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, skinframe->textureflags | TEXF_ALPHA, NULL);
2233                 Mem_Free(temp1);
2234         }
2235         // use either a custom palette, or the quake palette
2236         skinframe->base = skinframe->merged = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_merged", skinframe->basename), palette, skinframe->textureflags, true); // all
2237         if (loadglowtexture)
2238                 skinframe->glow = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_glow", skinframe->basename), palette_bgra_onlyfullbrights, skinframe->textureflags, false); // glow
2239         if (loadpantsandshirt)
2240         {
2241                 skinframe->pants = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_pants", skinframe->basename), palette_bgra_pantsaswhite, skinframe->textureflags, false); // pants
2242                 skinframe->shirt = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_shirt", skinframe->basename), palette_bgra_shirtaswhite, skinframe->textureflags, false); // shirt
2243         }
2244         if (skinframe->pants || skinframe->shirt)
2245                 skinframe->base = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_nospecial", skinframe->basename), loadglowtexture ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap, skinframe->textureflags, false); // no special colors
2246         if (textureflags & TEXF_ALPHA)
2247         {
2248                 for (i = 0;i < width * height;i++)
2249                         if (((unsigned char *)palette_bgra_alpha)[skindata[i]*4+3] < 255)
2250                                 break;
2251                 if (i < width * height)
2252                         skinframe->fog = R_SkinFrame_TextureForSkinLayer(skindata, width, height, va("%s_fog", skinframe->basename), palette_bgra_alpha, skinframe->textureflags, true); // fog mask
2253         }
2254
2255         R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]);
2256         //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
2257
2258         return skinframe;
2259 }
2260
2261 skinframe_t *R_SkinFrame_LoadMissing(void)
2262 {
2263         skinframe_t *skinframe;
2264
2265         if (cls.state == ca_dedicated)
2266                 return NULL;
2267
2268         skinframe = R_SkinFrame_Find("missing", TEXF_PRECACHE | TEXF_FORCENEAREST, 0, 0, 0, true);
2269         skinframe->stain = NULL;
2270         skinframe->merged = NULL;
2271         skinframe->base = r_texture_notexture;
2272         skinframe->pants = NULL;
2273         skinframe->shirt = NULL;
2274         skinframe->nmap = r_texture_blanknormalmap;
2275         skinframe->gloss = NULL;
2276         skinframe->glow = NULL;
2277         skinframe->fog = NULL;
2278
2279         skinframe->avgcolor[0] = rand() / RAND_MAX;
2280         skinframe->avgcolor[1] = rand() / RAND_MAX;
2281         skinframe->avgcolor[2] = rand() / RAND_MAX;
2282         skinframe->avgcolor[3] = 1;
2283
2284         return skinframe;
2285 }
2286
2287 void gl_main_start(void)
2288 {
2289         r_numqueries = 0;
2290         r_maxqueries = 0;
2291         memset(r_queries, 0, sizeof(r_queries));
2292
2293         memset(r_qwskincache, 0, sizeof(r_qwskincache));
2294         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2295
2296         // set up r_skinframe loading system for textures
2297         memset(&r_skinframe, 0, sizeof(r_skinframe));
2298         r_skinframe.loadsequence = 1;
2299         Mem_ExpandableArray_NewArray(&r_skinframe.array, r_main_mempool, sizeof(skinframe_t), 256);
2300
2301         r_main_texturepool = R_AllocTexturePool();
2302         R_BuildBlankTextures();
2303         R_BuildNoTexture();
2304         if (gl_texturecubemap)
2305         {
2306                 R_BuildWhiteCube();
2307                 R_BuildNormalizationCube();
2308         }
2309         r_texture_fogattenuation = NULL;
2310         r_texture_gammaramps = NULL;
2311         //r_texture_fogintensity = NULL;
2312         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2313         memset(&r_waterstate, 0, sizeof(r_waterstate));
2314         memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
2315         memset(&r_svbsp, 0, sizeof (r_svbsp));
2316
2317         r_refdef.fogmasktable_density = 0;
2318 }
2319
2320 extern rtexture_t *loadingscreentexture;
2321 void gl_main_shutdown(void)
2322 {
2323         if (r_maxqueries)
2324                 qglDeleteQueriesARB(r_maxqueries, r_queries);
2325
2326         r_numqueries = 0;
2327         r_maxqueries = 0;
2328         memset(r_queries, 0, sizeof(r_queries));
2329
2330         memset(r_qwskincache, 0, sizeof(r_qwskincache));
2331         memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
2332
2333         // clear out the r_skinframe state
2334         Mem_ExpandableArray_FreeArray(&r_skinframe.array);
2335         memset(&r_skinframe, 0, sizeof(r_skinframe));
2336
2337         if (r_svbsp.nodes)
2338                 Mem_Free(r_svbsp.nodes);
2339         memset(&r_svbsp, 0, sizeof (r_svbsp));
2340         R_FreeTexturePool(&r_main_texturepool);
2341         loadingscreentexture = NULL;
2342         r_texture_blanknormalmap = NULL;
2343         r_texture_white = NULL;
2344         r_texture_grey128 = NULL;
2345         r_texture_black = NULL;
2346         r_texture_whitecube = NULL;
2347         r_texture_normalizationcube = NULL;
2348         r_texture_fogattenuation = NULL;
2349         r_texture_gammaramps = NULL;
2350         //r_texture_fogintensity = NULL;
2351         memset(&r_bloomstate, 0, sizeof(r_bloomstate));
2352         memset(&r_waterstate, 0, sizeof(r_waterstate));
2353         R_GLSL_Restart_f();
2354 }
2355
2356 extern void CL_ParseEntityLump(char *entitystring);
2357 void gl_main_newmap(void)
2358 {
2359         // FIXME: move this code to client
2360         int l;
2361         char *entities, entname[MAX_QPATH];
2362         if (cl.worldmodel)
2363         {
2364                 strlcpy(entname, cl.worldmodel->name, sizeof(entname));
2365                 l = (int)strlen(entname) - 4;
2366                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
2367                 {
2368                         memcpy(entname + l, ".ent", 5);
2369                         if ((entities = (char *)FS_LoadFile(entname, tempmempool, true, NULL)))
2370                         {
2371                                 CL_ParseEntityLump(entities);
2372                                 Mem_Free(entities);
2373                                 return;
2374                         }
2375                 }
2376                 if (cl.worldmodel->brush.entities)
2377                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
2378         }
2379 }
2380
2381 void GL_Main_Init(void)
2382 {
2383         r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
2384
2385         Cmd_AddCommand("r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
2386         Cmd_AddCommand("r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
2387         // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
2388         if (gamemode == GAME_NEHAHRA)
2389         {
2390                 Cvar_RegisterVariable (&gl_fogenable);
2391                 Cvar_RegisterVariable (&gl_fogdensity);
2392                 Cvar_RegisterVariable (&gl_fogred);
2393                 Cvar_RegisterVariable (&gl_foggreen);
2394                 Cvar_RegisterVariable (&gl_fogblue);
2395                 Cvar_RegisterVariable (&gl_fogstart);
2396                 Cvar_RegisterVariable (&gl_fogend);
2397                 Cvar_RegisterVariable (&gl_skyclip);
2398         }
2399         Cvar_RegisterVariable(&r_motionblur);
2400         Cvar_RegisterVariable(&r_motionblur_maxblur);
2401         Cvar_RegisterVariable(&r_motionblur_bmin);
2402         Cvar_RegisterVariable(&r_motionblur_vmin);
2403         Cvar_RegisterVariable(&r_motionblur_vmax);
2404         Cvar_RegisterVariable(&r_motionblur_vtime);
2405         Cvar_RegisterVariable(&r_motionblur_randomize);
2406         Cvar_RegisterVariable(&r_damageblur);
2407         Cvar_RegisterVariable(&r_motionblur_debug);
2408         Cvar_RegisterVariable(&r_depthfirst);
2409         Cvar_RegisterVariable(&r_useinfinitefarclip);
2410         Cvar_RegisterVariable(&r_nearclip);
2411         Cvar_RegisterVariable(&r_showbboxes);
2412         Cvar_RegisterVariable(&r_showsurfaces);
2413         Cvar_RegisterVariable(&r_showtris);
2414         Cvar_RegisterVariable(&r_shownormals);
2415         Cvar_RegisterVariable(&r_showlighting);
2416         Cvar_RegisterVariable(&r_showshadowvolumes);
2417         Cvar_RegisterVariable(&r_showcollisionbrushes);
2418         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor);
2419         Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset);
2420         Cvar_RegisterVariable(&r_showdisabledepthtest);
2421         Cvar_RegisterVariable(&r_drawportals);
2422         Cvar_RegisterVariable(&r_drawentities);
2423         Cvar_RegisterVariable(&r_cullentities_trace);
2424         Cvar_RegisterVariable(&r_cullentities_trace_samples);
2425         Cvar_RegisterVariable(&r_cullentities_trace_enlarge);
2426         Cvar_RegisterVariable(&r_cullentities_trace_delay);
2427         Cvar_RegisterVariable(&r_drawviewmodel);
2428         Cvar_RegisterVariable(&r_speeds);
2429         Cvar_RegisterVariable(&r_fullbrights);
2430         Cvar_RegisterVariable(&r_wateralpha);
2431         Cvar_RegisterVariable(&r_dynamic);
2432         Cvar_RegisterVariable(&r_fullbright);
2433         Cvar_RegisterVariable(&r_shadows);
2434         Cvar_RegisterVariable(&r_shadows_throwdistance);
2435         Cvar_RegisterVariable(&r_q1bsp_skymasking);
2436         Cvar_RegisterVariable(&r_polygonoffset_submodel_factor);
2437         Cvar_RegisterVariable(&r_polygonoffset_submodel_offset);
2438         Cvar_RegisterVariable(&r_fog_exp2);
2439         Cvar_RegisterVariable(&r_drawfog);
2440         Cvar_RegisterVariable(&r_textureunits);
2441         Cvar_RegisterVariable(&r_glsl);
2442         Cvar_RegisterVariable(&r_glsl_contrastboost);
2443         Cvar_RegisterVariable(&r_glsl_deluxemapping);
2444         Cvar_RegisterVariable(&r_glsl_offsetmapping);
2445         Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
2446         Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
2447         Cvar_RegisterVariable(&r_glsl_postprocess);
2448         Cvar_RegisterVariable(&r_glsl_postprocess_uservec1);
2449         Cvar_RegisterVariable(&r_glsl_postprocess_uservec2);
2450         Cvar_RegisterVariable(&r_glsl_postprocess_uservec3);
2451         Cvar_RegisterVariable(&r_glsl_postprocess_uservec4);
2452         Cvar_RegisterVariable(&r_glsl_usegeneric);
2453         Cvar_RegisterVariable(&r_water);
2454         Cvar_RegisterVariable(&r_water_resolutionmultiplier);
2455         Cvar_RegisterVariable(&r_water_clippingplanebias);
2456         Cvar_RegisterVariable(&r_water_refractdistort);
2457         Cvar_RegisterVariable(&r_water_reflectdistort);
2458         Cvar_RegisterVariable(&r_lerpsprites);
2459         Cvar_RegisterVariable(&r_lerpmodels);
2460         Cvar_RegisterVariable(&r_lerplightstyles);
2461         Cvar_RegisterVariable(&r_waterscroll);
2462         Cvar_RegisterVariable(&r_bloom);
2463         Cvar_RegisterVariable(&r_bloom_colorscale);
2464         Cvar_RegisterVariable(&r_bloom_brighten);
2465         Cvar_RegisterVariable(&r_bloom_blur);
2466         Cvar_RegisterVariable(&r_bloom_resolution);
2467         Cvar_RegisterVariable(&r_bloom_colorexponent);
2468         Cvar_RegisterVariable(&r_bloom_colorsubtract);
2469         Cvar_RegisterVariable(&r_hdr);
2470         Cvar_RegisterVariable(&r_hdr_scenebrightness);
2471         Cvar_RegisterVariable(&r_hdr_glowintensity);
2472         Cvar_RegisterVariable(&r_hdr_range);
2473         Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
2474         Cvar_RegisterVariable(&developer_texturelogging);
2475         Cvar_RegisterVariable(&gl_lightmaps);
2476         Cvar_RegisterVariable(&r_test);
2477         Cvar_RegisterVariable(&r_batchmode);
2478         Cvar_RegisterVariable(&r_glsl_saturation);
2479         if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
2480                 Cvar_SetValue("r_fullbrights", 0);
2481         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
2482
2483         Cvar_RegisterVariable(&r_track_sprites);
2484         Cvar_RegisterVariable(&r_track_sprites_flags);
2485         Cvar_RegisterVariable(&r_track_sprites_scalew);
2486         Cvar_RegisterVariable(&r_track_sprites_scaleh);
2487 }
2488
2489 extern void R_Textures_Init(void);
2490 extern void GL_Draw_Init(void);
2491 extern void GL_Main_Init(void);
2492 extern void R_Shadow_Init(void);
2493 extern void R_Sky_Init(void);
2494 extern void GL_Surf_Init(void);
2495 extern void R_Particles_Init(void);
2496 extern void R_Explosion_Init(void);
2497 extern void gl_backend_init(void);
2498 extern void Sbar_Init(void);
2499 extern void R_LightningBeams_Init(void);
2500 extern void Mod_RenderInit(void);
2501
2502 void Render_Init(void)
2503 {
2504         gl_backend_init();
2505         R_Textures_Init();
2506         GL_Main_Init();
2507         GL_Draw_Init();
2508         R_Shadow_Init();
2509         R_Sky_Init();
2510         GL_Surf_Init();
2511         Sbar_Init();
2512         R_Particles_Init();
2513         R_Explosion_Init();
2514         R_LightningBeams_Init();
2515         Mod_RenderInit();
2516 }
2517
2518 /*
2519 ===============
2520 GL_Init
2521 ===============
2522 */
2523 extern char *ENGINE_EXTENSIONS;
2524 void GL_Init (void)
2525 {
2526         gl_renderer = (const char *)qglGetString(GL_RENDERER);
2527         gl_vendor = (const char *)qglGetString(GL_VENDOR);
2528         gl_version = (const char *)qglGetString(GL_VERSION);
2529         gl_extensions = (const char *)qglGetString(GL_EXTENSIONS);
2530
2531         if (!gl_extensions)
2532                 gl_extensions = "";
2533         if (!gl_platformextensions)
2534                 gl_platformextensions = "";
2535
2536         Con_Printf("GL_VENDOR: %s\n", gl_vendor);
2537         Con_Printf("GL_RENDERER: %s\n", gl_renderer);
2538         Con_Printf("GL_VERSION: %s\n", gl_version);
2539         Con_DPrintf("GL_EXTENSIONS: %s\n", gl_extensions);
2540         Con_DPrintf("%s_EXTENSIONS: %s\n", gl_platform, gl_platformextensions);
2541
2542         VID_CheckExtensions();
2543
2544         // LordHavoc: report supported extensions
2545         Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
2546
2547         // clear to black (loading plaque will be seen over this)
2548         CHECKGLERROR
2549         qglClearColor(0,0,0,1);CHECKGLERROR
2550         qglClear(GL_COLOR_BUFFER_BIT);CHECKGLERROR
2551 }
2552
2553 int R_CullBox(const vec3_t mins, const vec3_t maxs)
2554 {
2555         int i;
2556         mplane_t *p;
2557         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2558         {
2559                 // skip nearclip plane, it often culls portals when you are very close, and is almost never useful
2560                 if (i == 4)
2561                         continue;
2562                 p = r_refdef.view.frustum + i;
2563                 switch(p->signbits)
2564                 {
2565                 default:
2566                 case 0:
2567                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2568                                 return true;
2569                         break;
2570                 case 1:
2571                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2572                                 return true;
2573                         break;
2574                 case 2:
2575                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2576                                 return true;
2577                         break;
2578                 case 3:
2579                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2580                                 return true;
2581                         break;
2582                 case 4:
2583                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2584                                 return true;
2585                         break;
2586                 case 5:
2587                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2588                                 return true;
2589                         break;
2590                 case 6:
2591                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2592                                 return true;
2593                         break;
2594                 case 7:
2595                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2596                                 return true;
2597                         break;
2598                 }
2599         }
2600         return false;
2601 }
2602
2603 int R_CullBoxCustomPlanes(const vec3_t mins, const vec3_t maxs, int numplanes, const mplane_t *planes)
2604 {
2605         int i;
2606         const mplane_t *p;
2607         for (i = 0;i < numplanes;i++)
2608         {
2609                 p = planes + i;
2610                 switch(p->signbits)
2611                 {
2612                 default:
2613                 case 0:
2614                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2615                                 return true;
2616                         break;
2617                 case 1:
2618                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
2619                                 return true;
2620                         break;
2621                 case 2:
2622                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2623                                 return true;
2624                         break;
2625                 case 3:
2626                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
2627                                 return true;
2628                         break;
2629                 case 4:
2630                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2631                                 return true;
2632                         break;
2633                 case 5:
2634                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
2635                                 return true;
2636                         break;
2637                 case 6:
2638                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2639                                 return true;
2640                         break;
2641                 case 7:
2642                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
2643                                 return true;
2644                         break;
2645                 }
2646         }
2647         return false;
2648 }
2649
2650 //==================================================================================
2651
2652 static void R_View_UpdateEntityLighting (void)
2653 {
2654         int i;
2655         entity_render_t *ent;
2656         vec3_t tempdiffusenormal;
2657
2658         for (i = 0;i < r_refdef.scene.numentities;i++)
2659         {
2660                 ent = r_refdef.scene.entities[i];
2661
2662                 // skip unseen models
2663                 if (!r_refdef.viewcache.entityvisible[i] && r_shadows.integer != 1)
2664                         continue;
2665
2666                 // skip bsp models
2667                 if (ent->model && ent->model->brush.num_leafs)
2668                 {
2669                         // TODO: use modellight for r_ambient settings on world?
2670                         VectorSet(ent->modellight_ambient, 0, 0, 0);
2671                         VectorSet(ent->modellight_diffuse, 0, 0, 0);
2672                         VectorSet(ent->modellight_lightdir, 0, 0, 1);
2673                         continue;
2674                 }
2675
2676                 // fetch the lighting from the worldmodel data
2677                 VectorSet(ent->modellight_ambient, r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f), r_refdef.scene.ambient * (2.0f / 128.0f));
2678                 VectorClear(ent->modellight_diffuse);
2679                 VectorClear(tempdiffusenormal);
2680                 if ((ent->flags & RENDER_LIGHT) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.LightPoint)
2681                 {
2682                         vec3_t org;
2683                         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
2684                         r_refdef.scene.worldmodel->brush.LightPoint(r_refdef.scene.worldmodel, org, ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
2685                 }
2686                 else // highly rare
2687                         VectorSet(ent->modellight_ambient, 1, 1, 1);
2688
2689                 // move the light direction into modelspace coordinates for lighting code
2690                 Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
2691                 if(VectorLength2(ent->modellight_lightdir) == 0)
2692                         VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
2693                 VectorNormalize(ent->modellight_lightdir);
2694         }
2695 }
2696
2697 static void R_View_UpdateEntityVisible (void)
2698 {
2699         int i, renderimask;
2700         entity_render_t *ent;
2701
2702         if (!r_drawentities.integer)
2703                 return;
2704
2705         renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
2706         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs)
2707         {
2708                 // worldmodel can check visibility
2709                 memset(r_refdef.viewcache.entityvisible, 0, r_refdef.scene.numentities);
2710                 for (i = 0;i < r_refdef.scene.numentities;i++)
2711                 {
2712                         ent = r_refdef.scene.entities[i];
2713                         if (!(ent->flags & renderimask))
2714                         if (!R_CullBox(ent->mins, ent->maxs) || (ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)))
2715                         if ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.scene.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.scene.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs))
2716                                 r_refdef.viewcache.entityvisible[i] = true;
2717                 }
2718                 if(r_cullentities_trace.integer && r_refdef.scene.worldmodel->brush.TraceLineOfSight)
2719                 {
2720                         for (i = 0;i < r_refdef.scene.numentities;i++)
2721                         {
2722                                 ent = r_refdef.scene.entities[i];
2723                                 if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
2724                                 {
2725                                         if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.scene.worldmodel, r_refdef.view.origin, ent->mins, ent->maxs))
2726                                                 ent->last_trace_visibility = realtime;
2727                                         if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
2728                                                 r_refdef.viewcache.entityvisible[i] = 0;
2729                                 }
2730                         }
2731                 }
2732         }
2733         else
2734         {
2735                 // no worldmodel or it can't check visibility
2736                 for (i = 0;i < r_refdef.scene.numentities;i++)
2737                 {
2738                         ent = r_refdef.scene.entities[i];
2739                         r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs));
2740                 }
2741         }
2742 }
2743
2744 // only used if skyrendermasked, and normally returns false
2745 int R_DrawBrushModelsSky (void)
2746 {
2747         int i, sky;
2748         entity_render_t *ent;
2749
2750         if (!r_drawentities.integer)
2751                 return false;
2752
2753         sky = false;
2754         for (i = 0;i < r_refdef.scene.numentities;i++)
2755         {
2756                 if (!r_refdef.viewcache.entityvisible[i])
2757                         continue;
2758                 ent = r_refdef.scene.entities[i];
2759                 if (!ent->model || !ent->model->DrawSky)
2760                         continue;
2761                 ent->model->DrawSky(ent);
2762                 sky = true;
2763         }
2764         return sky;
2765 }
2766
2767 static void R_DrawNoModel(entity_render_t *ent);
2768 static void R_DrawModels(void)
2769 {
2770         int i;
2771         entity_render_t *ent;
2772
2773         if (!r_drawentities.integer)
2774                 return;
2775
2776         for (i = 0;i < r_refdef.scene.numentities;i++)
2777         {
2778                 if (!r_refdef.viewcache.entityvisible[i])
2779                         continue;
2780                 ent = r_refdef.scene.entities[i];
2781                 r_refdef.stats.entities++;
2782                 if (ent->model && ent->model->Draw != NULL)
2783                         ent->model->Draw(ent);
2784                 else
2785                         R_DrawNoModel(ent);
2786         }
2787 }
2788
2789 static void R_DrawModelsDepth(void)
2790 {
2791         int i;
2792         entity_render_t *ent;
2793
2794         if (!r_drawentities.integer)
2795                 return;
2796
2797         for (i = 0;i < r_refdef.scene.numentities;i++)
2798         {
2799                 if (!r_refdef.viewcache.entityvisible[i])
2800                         continue;
2801                 ent = r_refdef.scene.entities[i];
2802                 if (ent->model && ent->model->DrawDepth != NULL)
2803                         ent->model->DrawDepth(ent);
2804         }
2805 }
2806
2807 static void R_DrawModelsDebug(void)
2808 {
2809         int i;
2810         entity_render_t *ent;
2811
2812         if (!r_drawentities.integer)
2813                 return;
2814
2815         for (i = 0;i < r_refdef.scene.numentities;i++)
2816         {
2817                 if (!r_refdef.viewcache.entityvisible[i])
2818                         continue;
2819                 ent = r_refdef.scene.entities[i];
2820                 if (ent->model && ent->model->DrawDebug != NULL)
2821                         ent->model->DrawDebug(ent);
2822         }
2823 }
2824
2825 static void R_DrawModelsAddWaterPlanes(void)
2826 {
2827         int i;
2828         entity_render_t *ent;
2829
2830         if (!r_drawentities.integer)
2831                 return;
2832
2833         for (i = 0;i < r_refdef.scene.numentities;i++)
2834         {
2835                 if (!r_refdef.viewcache.entityvisible[i])
2836                         continue;
2837                 ent = r_refdef.scene.entities[i];
2838                 if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
2839                         ent->model->DrawAddWaterPlanes(ent);
2840         }
2841 }
2842
2843 static void R_View_SetFrustum(void)
2844 {
2845         int i;
2846         double slopex, slopey;
2847         vec3_t forward, left, up, origin;
2848
2849         // we can't trust r_refdef.view.forward and friends in reflected scenes
2850         Matrix4x4_ToVectors(&r_refdef.view.matrix, forward, left, up, origin);
2851
2852 #if 0
2853         r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x;
2854         r_refdef.view.frustum[0].normal[1] = 0 - 0;
2855         r_refdef.view.frustum[0].normal[2] = -1 - 0;
2856         r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x;
2857         r_refdef.view.frustum[1].normal[1] = 0 + 0;
2858         r_refdef.view.frustum[1].normal[2] = -1 + 0;
2859         r_refdef.view.frustum[2].normal[0] = 0 - 0;
2860         r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y;
2861         r_refdef.view.frustum[2].normal[2] = -1 - 0;
2862         r_refdef.view.frustum[3].normal[0] = 0 + 0;
2863         r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y;
2864         r_refdef.view.frustum[3].normal[2] = -1 + 0;
2865 #endif
2866
2867 #if 0
2868         zNear = r_refdef.nearclip;
2869         nudge = 1.0 - 1.0 / (1<<23);
2870         r_refdef.view.frustum[4].normal[0] = 0 - 0;
2871         r_refdef.view.frustum[4].normal[1] = 0 - 0;
2872         r_refdef.view.frustum[4].normal[2] = -1 - -nudge;
2873         r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge;
2874         r_refdef.view.frustum[5].normal[0] = 0 + 0;
2875         r_refdef.view.frustum[5].normal[1] = 0 + 0;
2876         r_refdef.view.frustum[5].normal[2] = -1 + -nudge;
2877         r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge;
2878 #endif
2879
2880
2881
2882 #if 0
2883         r_refdef.view.frustum[0].normal[0] = m[3] - m[0];
2884         r_refdef.view.frustum[0].normal[1] = m[7] - m[4];
2885         r_refdef.view.frustum[0].normal[2] = m[11] - m[8];
2886         r_refdef.view.frustum[0].dist = m[15] - m[12];
2887
2888         r_refdef.view.frustum[1].normal[0] = m[3] + m[0];
2889         r_refdef.view.frustum[1].normal[1] = m[7] + m[4];
2890         r_refdef.view.frustum[1].normal[2] = m[11] + m[8];
2891         r_refdef.view.frustum[1].dist = m[15] + m[12];
2892
2893         r_refdef.view.frustum[2].normal[0] = m[3] - m[1];
2894         r_refdef.view.frustum[2].normal[1] = m[7] - m[5];
2895         r_refdef.view.frustum[2].normal[2] = m[11] - m[9];
2896         r_refdef.view.frustum[2].dist = m[15] - m[13];
2897
2898         r_refdef.view.frustum[3].normal[0] = m[3] + m[1];
2899         r_refdef.view.frustum[3].normal[1] = m[7] + m[5];
2900         r_refdef.view.frustum[3].normal[2] = m[11] + m[9];
2901         r_refdef.view.frustum[3].dist = m[15] + m[13];
2902
2903         r_refdef.view.frustum[4].normal[0] = m[3] - m[2];
2904         r_refdef.view.frustum[4].normal[1] = m[7] - m[6];
2905         r_refdef.view.frustum[4].normal[2] = m[11] - m[10];
2906         r_refdef.view.frustum[4].dist = m[15] - m[14];
2907
2908         r_refdef.view.frustum[5].normal[0] = m[3] + m[2];
2909         r_refdef.view.frustum[5].normal[1] = m[7] + m[6];
2910         r_refdef.view.frustum[5].normal[2] = m[11] + m[10];
2911         r_refdef.view.frustum[5].dist = m[15] + m[14];
2912 #endif
2913
2914         if (r_refdef.view.useperspective)
2915         {
2916                 slopex = 1.0 / r_refdef.view.frustum_x;
2917                 slopey = 1.0 / r_refdef.view.frustum_y;
2918                 VectorMA(forward, -slopex, left, r_refdef.view.frustum[0].normal);
2919                 VectorMA(forward,  slopex, left, r_refdef.view.frustum[1].normal);
2920                 VectorMA(forward, -slopey, up  , r_refdef.view.frustum[2].normal);
2921                 VectorMA(forward,  slopey, up  , r_refdef.view.frustum[3].normal);
2922                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2923
2924                 // Leaving those out was a mistake, those were in the old code, and they
2925                 // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
2926                 // I couldn't reproduce it after adding those normalizations. --blub
2927                 VectorNormalize(r_refdef.view.frustum[0].normal);
2928                 VectorNormalize(r_refdef.view.frustum[1].normal);
2929                 VectorNormalize(r_refdef.view.frustum[2].normal);
2930                 VectorNormalize(r_refdef.view.frustum[3].normal);
2931
2932                 // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
2933                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[0]);
2934                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * slopex, left, -1024 * slopey, up, r_refdef.view.frustumcorner[1]);
2935                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward, -1024 * slopex, left,  1024 * slopey, up, r_refdef.view.frustumcorner[2]);
2936                 VectorMAMAMAM(1, r_refdef.view.origin, 1024, forward,  1024 * slopex, left,  1024 * slopey, up, r_refdef.view.frustumcorner[3]);
2937
2938                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal);
2939                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal);
2940                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal);
2941                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal);
2942                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2943         }
2944         else
2945         {
2946                 VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal);
2947                 VectorScale(left,  r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal);
2948                 VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal);
2949                 VectorScale(up,  r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal);
2950                 VectorCopy(forward, r_refdef.view.frustum[4].normal);
2951                 r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x;
2952                 r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x;
2953                 r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y;
2954                 r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y;
2955                 r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip;
2956         }
2957         r_refdef.view.numfrustumplanes = 5;
2958
2959         if (r_refdef.view.useclipplane)
2960         {
2961                 r_refdef.view.numfrustumplanes = 6;
2962                 r_refdef.view.frustum[5] = r_refdef.view.clipplane;
2963         }
2964
2965         for (i = 0;i < r_refdef.view.numfrustumplanes;i++)
2966                 PlaneClassify(r_refdef.view.frustum + i);
2967
2968         // LordHavoc: note to all quake engine coders, Quake had a special case
2969         // for 90 degrees which assumed a square view (wrong), so I removed it,
2970         // Quake2 has it disabled as well.
2971
2972         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
2973         //RotatePointAroundVector( r_refdef.view.frustum[0].normal, up, forward, -(90 - r_refdef.fov_x / 2));
2974         //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal);
2975         //PlaneClassify(&frustum[0]);
2976
2977         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
2978         //RotatePointAroundVector( r_refdef.view.frustum[1].normal, up, forward, (90 - r_refdef.fov_x / 2));
2979         //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal);
2980         //PlaneClassify(&frustum[1]);
2981
2982         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
2983         //RotatePointAroundVector( r_refdef.view.frustum[2].normal, left, forward, -(90 - r_refdef.fov_y / 2));
2984         //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal);
2985         //PlaneClassify(&frustum[2]);
2986
2987         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
2988         //RotatePointAroundVector( r_refdef.view.frustum[3].normal, left, forward, (90 - r_refdef.fov_y / 2));
2989         //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal);
2990         //PlaneClassify(&frustum[3]);
2991
2992         // nearclip plane
2993         //VectorCopy(forward, r_refdef.view.frustum[4].normal);
2994         //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value;
2995         //PlaneClassify(&frustum[4]);
2996 }
2997
2998 void R_View_Update(void)
2999 {
3000         R_View_SetFrustum();
3001         R_View_WorldVisibility(r_refdef.view.useclipplane);
3002         R_View_UpdateEntityVisible();
3003         R_View_UpdateEntityLighting();
3004 }
3005
3006 void R_SetupView(qboolean allowwaterclippingplane)
3007 {
3008         if (!r_refdef.view.useperspective)
3009                 GL_SetupView_Mode_Ortho(-r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip);
3010         else if (gl_stencil && r_useinfinitefarclip.integer)
3011                 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip);
3012         else
3013                 GL_SetupView_Mode_Perspective(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
3014
3015         GL_SetupView_Orientation_FromEntity(&r_refdef.view.matrix);
3016
3017         if (r_refdef.view.useclipplane && allowwaterclippingplane)
3018         {
3019                 // LordHavoc: couldn't figure out how to make this approach the
3020                 vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value;
3021                 vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal);
3022                 if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value)
3023                         dist = r_refdef.view.clipplane.dist;
3024                 GL_SetupView_ApplyCustomNearClipPlane(r_refdef.view.clipplane.normal[0], r_refdef.view.clipplane.normal[1], r_refdef.view.clipplane.normal[2], dist);
3025         }
3026 }
3027
3028 void R_ResetViewRendering2D(void)
3029 {
3030         DrawQ_Finish();
3031
3032         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
3033         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3034         GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
3035         GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
3036         GL_Color(1, 1, 1, 1);
3037         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3038         GL_BlendFunc(GL_ONE, GL_ZERO);
3039         GL_AlphaTest(false);
3040         GL_ScissorTest(false);
3041         GL_DepthMask(false);
3042         GL_DepthRange(0, 1);
3043         GL_DepthTest(false);
3044         R_Mesh_Matrix(&identitymatrix);
3045         R_Mesh_ResetTextureState();
3046         GL_PolygonOffset(0, 0);
3047         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
3048         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3049         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
3050         qglStencilMask(~0);CHECKGLERROR
3051         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
3052         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3053         GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
3054         R_SetupGenericShader(true);
3055 }
3056
3057 void R_ResetViewRendering3D(void)
3058 {
3059         DrawQ_Finish();
3060
3061         // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom
3062         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3063         R_SetupView(true);
3064         GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
3065         GL_Color(1, 1, 1, 1);
3066         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
3067         GL_BlendFunc(GL_ONE, GL_ZERO);
3068         GL_AlphaTest(false);
3069         GL_ScissorTest(true);
3070         GL_DepthMask(true);
3071         GL_DepthRange(0, 1);
3072         GL_DepthTest(true);
3073         R_Mesh_Matrix(&identitymatrix);
3074         R_Mesh_ResetTextureState();
3075         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
3076         qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
3077         qglDepthFunc(GL_LEQUAL);CHECKGLERROR
3078         qglDisable(GL_STENCIL_TEST);CHECKGLERROR
3079         qglStencilMask(~0);CHECKGLERROR
3080         qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
3081         qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
3082         GL_CullFace(r_refdef.view.cullface_back);
3083         R_SetupGenericShader(true);
3084 }
3085
3086 void R_RenderScene(void);
3087 void R_RenderWaterPlanes(void);
3088
3089 static void R_Water_StartFrame(void)
3090 {
3091         int i;
3092         int waterwidth, waterheight, texturewidth, textureheight;
3093         r_waterstate_waterplane_t *p;
3094
3095         // set waterwidth and waterheight to the water resolution that will be
3096         // used (often less than the screen resolution for faster rendering)
3097         waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
3098         waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
3099
3100         // calculate desired texture sizes
3101         // can't use water if the card does not support the texture size
3102         if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size || r_showsurfaces.integer)
3103                 texturewidth = textureheight = waterwidth = waterheight = 0;
3104         else if (gl_support_arb_texture_non_power_of_two)
3105         {
3106                 texturewidth = waterwidth;
3107                 textureheight = waterheight;
3108         }
3109         else
3110         {
3111                 for (texturewidth   = 1;texturewidth   < waterwidth ;texturewidth   *= 2);
3112                 for (textureheight  = 1;textureheight  < waterheight;textureheight  *= 2);
3113         }
3114
3115         // allocate textures as needed
3116         if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
3117         {
3118                 r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3119                 for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
3120                 {
3121                         if (p->texture_refraction)
3122                                 R_FreeTexture(p->texture_refraction);
3123                         p->texture_refraction = NULL;
3124                         if (p->texture_reflection)
3125                                 R_FreeTexture(p->texture_reflection);
3126                         p->texture_reflection = NULL;
3127                 }
3128                 memset(&r_waterstate, 0, sizeof(r_waterstate));
3129                 r_waterstate.waterwidth = waterwidth;
3130                 r_waterstate.waterheight = waterheight;
3131                 r_waterstate.texturewidth = texturewidth;
3132                 r_waterstate.textureheight = textureheight;
3133         }
3134
3135         if (r_waterstate.waterwidth)
3136         {
3137                 r_waterstate.enabled = true;
3138
3139                 // set up variables that will be used in shader setup
3140                 r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
3141                 r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
3142                 r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
3143                 r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
3144         }
3145
3146         r_waterstate.maxwaterplanes = MAX_WATERPLANES;
3147         r_waterstate.numwaterplanes = 0;
3148 }
3149
3150 void R_Water_AddWaterPlane(msurface_t *surface)
3151 {
3152         int triangleindex, planeindex;
3153         const int *e;
3154         vec3_t vert[3];
3155         vec3_t normal;
3156         vec3_t center;
3157         mplane_t plane;
3158         r_waterstate_waterplane_t *p;
3159         texture_t *t = R_GetCurrentTexture(surface->texture);
3160         // just use the first triangle with a valid normal for any decisions
3161         VectorClear(normal);
3162         for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
3163         {
3164                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
3165                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
3166                 Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
3167                 TriangleNormal(vert[0], vert[1], vert[2], normal);
3168                 if (VectorLength2(normal) >= 0.001)
3169                         break;
3170         }
3171
3172         VectorCopy(normal, plane.normal);
3173         VectorNormalize(plane.normal);
3174         plane.dist = DotProduct(vert[0], plane.normal);
3175         PlaneClassify(&plane);
3176         if (PlaneDiff(r_refdef.view.origin, &plane) < 0)
3177         {
3178                 // skip backfaces (except if nocullface is set)
3179                 if (!(t->currentmaterialflags & MATERIALFLAG_NOCULLFACE))
3180                         return;
3181                 VectorNegate(plane.normal, plane.normal);
3182                 plane.dist *= -1;
3183                 PlaneClassify(&plane);
3184         }
3185
3186
3187         // find a matching plane if there is one
3188         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3189                 if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
3190                         break;
3191         if (planeindex >= r_waterstate.maxwaterplanes)
3192                 return; // nothing we can do, out of planes
3193
3194         // if this triangle does not fit any known plane rendered this frame, add one
3195         if (planeindex >= r_waterstate.numwaterplanes)
3196         {
3197                 // store the new plane
3198                 r_waterstate.numwaterplanes++;
3199                 p->plane = plane;
3200                 // clear materialflags and pvs
3201                 p->materialflags = 0;
3202                 p->pvsvalid = false;
3203         }
3204         // merge this surface's materialflags into the waterplane
3205         p->materialflags |= t->currentmaterialflags;
3206         // merge this surface's PVS into the waterplane
3207         VectorMAM(0.5f, surface->mins, 0.5f, surface->maxs, center);
3208         if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
3209          && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
3210         {
3211                 r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
3212                 p->pvsvalid = true;
3213         }
3214 }
3215
3216 static void R_Water_ProcessPlanes(void)
3217 {
3218         r_refdef_view_t originalview;
3219         r_refdef_view_t myview;
3220         int planeindex;
3221         r_waterstate_waterplane_t *p;
3222
3223         originalview = r_refdef.view;
3224
3225         // make sure enough textures are allocated
3226         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3227         {
3228                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3229                 {
3230                         if (!p->texture_refraction)
3231                                 p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3232                         if (!p->texture_refraction)
3233                                 goto error;
3234                 }
3235
3236                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3237                 {
3238                         if (!p->texture_reflection)
3239                                 p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3240                         if (!p->texture_reflection)
3241                                 goto error;
3242                 }
3243         }
3244
3245         // render views
3246         r_refdef.view = originalview;
3247         r_refdef.view.showdebug = false;
3248         r_refdef.view.width = r_waterstate.waterwidth;
3249         r_refdef.view.height = r_waterstate.waterheight;
3250         r_refdef.view.useclipplane = true;
3251         myview = r_refdef.view;
3252         r_waterstate.renderingscene = true;
3253         for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
3254         {
3255                 // render the normal view scene and copy into texture
3256                 // (except that a clipping plane should be used to hide everything on one side of the water, and the viewer's weapon model should be omitted)
3257                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
3258                 {
3259                         r_refdef.view = myview;
3260                         r_refdef.view.clipplane = p->plane;
3261                         VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal);
3262                         r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist;
3263                         PlaneClassify(&r_refdef.view.clipplane);
3264
3265                         R_ResetViewRendering3D();
3266                         R_ClearScreen(r_refdef.fogenabled);
3267                         R_View_Update();
3268                         R_RenderScene();
3269
3270                         // copy view into the screen texture
3271                         R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
3272                         GL_ActiveTexture(0);
3273                         CHECKGLERROR
3274                         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3275                 }
3276
3277                 if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
3278                 {
3279                         r_refdef.view = myview;
3280                         // render reflected scene and copy into texture
3281                         Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
3282                         // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems)
3283                         Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin);
3284                         r_refdef.view.clipplane = p->plane;
3285                         // reverse the cullface settings for this render
3286                         r_refdef.view.cullface_front = GL_FRONT;
3287                         r_refdef.view.cullface_back = GL_BACK;
3288                         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes)
3289                         {
3290                                 r_refdef.view.usecustompvs = true;
3291                                 if (p->pvsvalid)
3292                                         memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3293                                 else
3294                                         memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes);
3295                         }
3296
3297                         R_ResetViewRendering3D();
3298                         R_ClearScreen(r_refdef.fogenabled);
3299                         R_View_Update();
3300                         R_RenderScene();
3301
3302                         R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
3303                         GL_ActiveTexture(0);
3304                         CHECKGLERROR
3305                         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3306                 }
3307         }
3308         r_waterstate.renderingscene = false;
3309         r_refdef.view = originalview;
3310         R_ResetViewRendering3D();
3311         R_ClearScreen(r_refdef.fogenabled);
3312         R_View_Update();
3313         return;
3314 error:
3315         r_refdef.view = originalview;
3316         r_waterstate.renderingscene = false;
3317         Cvar_SetValueQuick(&r_water, 0);
3318         Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed!  Turned off r_water.\n");
3319         return;
3320 }
3321
3322 void R_Bloom_StartFrame(void)
3323 {
3324         int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight;
3325
3326         // set bloomwidth and bloomheight to the bloom resolution that will be
3327         // used (often less than the screen resolution for faster rendering)
3328         r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
3329         r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width;
3330         r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height);
3331         r_bloomstate.bloomwidth = min(r_bloomstate.bloomwidth, gl_max_texture_size);
3332         r_bloomstate.bloomheight = min(r_bloomstate.bloomheight, gl_max_texture_size);
3333
3334         // calculate desired texture sizes
3335         if (gl_support_arb_texture_non_power_of_two)
3336         {
3337                 screentexturewidth = r_refdef.view.width;
3338                 screentextureheight = r_refdef.view.height;
3339                 bloomtexturewidth = r_bloomstate.bloomwidth;
3340                 bloomtextureheight = r_bloomstate.bloomheight;
3341         }
3342         else
3343         {
3344                 for (screentexturewidth  = 1;screentexturewidth  < vid.width               ;screentexturewidth  *= 2);
3345                 for (screentextureheight = 1;screentextureheight < vid.height              ;screentextureheight *= 2);
3346                 for (bloomtexturewidth   = 1;bloomtexturewidth   < r_bloomstate.bloomwidth ;bloomtexturewidth   *= 2);
3347                 for (bloomtextureheight  = 1;bloomtextureheight  < r_bloomstate.bloomheight;bloomtextureheight  *= 2);
3348         }
3349
3350         if ((r_hdr.integer || r_bloom.integer || r_motionblur.value) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > gl_max_texture_size || r_refdef.view.height > gl_max_texture_size))
3351         {
3352                 Cvar_SetValueQuick(&r_hdr, 0);
3353                 Cvar_SetValueQuick(&r_bloom, 0);
3354                 //Cvar_SetValueQuick(&r_motionblur, 0);
3355         }
3356
3357         if (!(r_glsl.integer && (r_glsl_postprocess.integer || (v_glslgamma.integer && !vid_gammatables_trivial))) && !r_bloom.integer && !r_hdr.integer && !r_motionblur.value)
3358                 screentexturewidth = screentextureheight = 0;
3359         if (!r_hdr.integer && !r_bloom.integer)
3360                 bloomtexturewidth = bloomtextureheight = 0;
3361
3362         // allocate textures as needed
3363         if (r_bloomstate.screentexturewidth != screentexturewidth || r_bloomstate.screentextureheight != screentextureheight)
3364         {
3365                 if (r_bloomstate.texture_screen)
3366                         R_FreeTexture(r_bloomstate.texture_screen);
3367                 r_bloomstate.texture_screen = NULL;
3368                 r_bloomstate.screentexturewidth = screentexturewidth;
3369                 r_bloomstate.screentextureheight = screentextureheight;
3370                 if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight)
3371                         r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3372         }
3373         if (r_bloomstate.bloomtexturewidth != bloomtexturewidth || r_bloomstate.bloomtextureheight != bloomtextureheight)
3374         {
3375                 if (r_bloomstate.texture_bloom)
3376                         R_FreeTexture(r_bloomstate.texture_bloom);
3377                 r_bloomstate.texture_bloom = NULL;
3378                 r_bloomstate.bloomtexturewidth = bloomtexturewidth;
3379                 r_bloomstate.bloomtextureheight = bloomtextureheight;
3380                 if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight)
3381                         r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, TEXTYPE_BGRA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
3382         }
3383
3384         // set up a texcoord array for the full resolution screen image
3385         // (we have to keep this around to copy back during final render)
3386         r_bloomstate.screentexcoord2f[0] = 0;
3387         r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
3388         r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
3389         r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height    / (float)r_bloomstate.screentextureheight;
3390         r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width     / (float)r_bloomstate.screentexturewidth;
3391         r_bloomstate.screentexcoord2f[5] = 0;
3392         r_bloomstate.screentexcoord2f[6] = 0;
3393         r_bloomstate.screentexcoord2f[7] = 0;
3394
3395         // set up a texcoord array for the reduced resolution bloom image
3396         // (which will be additive blended over the screen image)
3397         r_bloomstate.bloomtexcoord2f[0] = 0;
3398         r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3399         r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
3400         r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3401         r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth  / (float)r_bloomstate.bloomtexturewidth;
3402         r_bloomstate.bloomtexcoord2f[5] = 0;
3403         r_bloomstate.bloomtexcoord2f[6] = 0;
3404         r_bloomstate.bloomtexcoord2f[7] = 0;
3405
3406         if (r_hdr.integer || r_bloom.integer)
3407         {
3408                 r_bloomstate.enabled = true;
3409                 r_bloomstate.hdr = r_hdr.integer != 0;
3410         }
3411 }
3412
3413 void R_Bloom_CopyBloomTexture(float colorscale)
3414 {
3415         r_refdef.stats.bloom++;
3416
3417         // scale down screen texture to the bloom texture size
3418         CHECKGLERROR
3419         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3420         GL_BlendFunc(GL_ONE, GL_ZERO);
3421         GL_Color(colorscale, colorscale, colorscale, 1);
3422         // TODO: optimize with multitexture or GLSL
3423         R_SetupGenericShader(true);
3424         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3425         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3426         R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3427         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3428
3429         // we now have a bloom image in the framebuffer
3430         // copy it into the bloom image texture for later processing
3431         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3432         GL_ActiveTexture(0);
3433         CHECKGLERROR
3434         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3435         r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3436 }
3437
3438 void R_Bloom_CopyHDRTexture(void)
3439 {
3440         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3441         GL_ActiveTexture(0);
3442         CHECKGLERROR
3443         qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3444         r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3445 }
3446
3447 void R_Bloom_MakeTexture(void)
3448 {
3449         int x, range, dir;
3450         float xoffset, yoffset, r, brighten;
3451
3452         r_refdef.stats.bloom++;
3453
3454         R_ResetViewRendering2D();
3455         R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3456         R_Mesh_ColorPointer(NULL, 0, 0);
3457         R_SetupGenericShader(true);
3458
3459         // we have a bloom image in the framebuffer
3460         CHECKGLERROR
3461         qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3462
3463         for (x = 1;x < min(r_bloom_colorexponent.value, 32);)
3464         {
3465                 x *= 2;
3466                 r = bound(0, r_bloom_colorexponent.value / x, 1);
3467                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
3468                 GL_Color(r, r, r, 1);
3469                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3470                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3471                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3472                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3473
3474                 // copy the vertically blurred bloom view to a texture
3475                 GL_ActiveTexture(0);
3476                 CHECKGLERROR
3477                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3478                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3479         }
3480
3481         range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320;
3482         brighten = r_bloom_brighten.value;
3483         if (r_hdr.integer)
3484                 brighten *= r_hdr_range.value;
3485         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3486         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
3487
3488         for (dir = 0;dir < 2;dir++)
3489         {
3490                 // blend on at multiple vertical offsets to achieve a vertical blur
3491                 // TODO: do offset blends using GLSL
3492                 GL_BlendFunc(GL_ONE, GL_ZERO);
3493                 for (x = -range;x <= range;x++)
3494                 {
3495                         if (!dir){xoffset = 0;yoffset = x;}
3496                         else {xoffset = x;yoffset = 0;}
3497                         xoffset /= (float)r_bloomstate.bloomtexturewidth;
3498                         yoffset /= (float)r_bloomstate.bloomtextureheight;
3499                         // compute a texcoord array with the specified x and y offset
3500                         r_bloomstate.offsettexcoord2f[0] = xoffset+0;
3501                         r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3502                         r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3503                         r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight;
3504                         r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth;
3505                         r_bloomstate.offsettexcoord2f[5] = yoffset+0;
3506                         r_bloomstate.offsettexcoord2f[6] = xoffset+0;
3507                         r_bloomstate.offsettexcoord2f[7] = yoffset+0;
3508                         // this r value looks like a 'dot' particle, fading sharply to
3509                         // black at the edges
3510                         // (probably not realistic but looks good enough)
3511                         //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
3512                         //r = (dir ? 1.0f : brighten)/(range*2+1);
3513                         r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
3514                         GL_Color(r, r, r, 1);
3515                         R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3516                         r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3517                         GL_BlendFunc(GL_ONE, GL_ONE);
3518                 }
3519
3520                 // copy the vertically blurred bloom view to a texture
3521                 GL_ActiveTexture(0);
3522                 CHECKGLERROR
3523                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3524                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3525         }
3526
3527         // apply subtract last
3528         // (just like it would be in a GLSL shader)
3529         if (r_bloom_colorsubtract.value > 0 && gl_support_ext_blend_subtract)
3530         {
3531                 GL_BlendFunc(GL_ONE, GL_ZERO);
3532                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3533                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3534                 GL_Color(1, 1, 1, 1);
3535                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3536                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3537
3538                 GL_BlendFunc(GL_ONE, GL_ONE);
3539                 qglBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
3540                 R_Mesh_TexBind(0, R_GetTexture(r_texture_white));
3541                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3542                 GL_Color(r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 1);
3543                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3544                 r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3545                 qglBlendEquationEXT(GL_FUNC_ADD_EXT);
3546
3547                 // copy the darkened bloom view to a texture
3548                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3549                 GL_ActiveTexture(0);
3550                 CHECKGLERROR
3551                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR
3552                 r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
3553         }
3554 }
3555
3556 void R_HDR_RenderBloomTexture(void)
3557 {
3558         int oldwidth, oldheight;
3559         float oldcolorscale;
3560
3561         oldcolorscale = r_refdef.view.colorscale;
3562         oldwidth = r_refdef.view.width;
3563         oldheight = r_refdef.view.height;
3564         r_refdef.view.width = r_bloomstate.bloomwidth;
3565         r_refdef.view.height = r_bloomstate.bloomheight;
3566
3567         // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer?  it might improve SLI performance.
3568         // TODO: add exposure compensation features
3569         // TODO: add fp16 framebuffer support
3570
3571         r_refdef.view.showdebug = false;
3572         r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16);
3573
3574         R_ResetViewRendering3D();
3575
3576         R_ClearScreen(r_refdef.fogenabled);
3577         if (r_timereport_active)
3578                 R_TimeReport("HDRclear");
3579
3580         R_View_Update();
3581         if (r_timereport_active)
3582                 R_TimeReport("visibility");
3583
3584         r_waterstate.numwaterplanes = 0;
3585         if (r_waterstate.enabled)
3586                 R_RenderWaterPlanes();
3587
3588         r_refdef.view.showdebug = true;
3589         R_RenderScene();
3590         r_waterstate.numwaterplanes = 0;
3591
3592         R_ResetViewRendering2D();
3593
3594         R_Bloom_CopyHDRTexture();
3595         R_Bloom_MakeTexture();
3596
3597         // restore the view settings
3598         r_refdef.view.width = oldwidth;
3599         r_refdef.view.height = oldheight;
3600         r_refdef.view.colorscale = oldcolorscale;
3601
3602         R_ResetViewRendering3D();
3603
3604         R_ClearScreen(r_refdef.fogenabled);
3605         if (r_timereport_active)
3606                 R_TimeReport("viewclear");
3607 }
3608
3609 static void R_BlendView(void)
3610 {
3611         if (r_bloomstate.texture_screen)
3612         {
3613                 // make sure the buffer is available
3614                 if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); }
3615
3616                 R_ResetViewRendering2D();
3617                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3618                 R_Mesh_ColorPointer(NULL, 0, 0);
3619                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3620                 GL_ActiveTexture(0);CHECKGLERROR
3621
3622                 if(r_motionblur.value > 0 || r_damageblur.value > 0)
3623                 {  
3624                         // declare alpha variable
3625                         float a;
3626                         float speed;
3627                         static float avgspeed;
3628
3629                         speed = VectorLength(cl.movement_velocity);
3630
3631                         a = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vtime.value), 1);
3632                         avgspeed = avgspeed * (1 - a) + speed * a;
3633
3634                         speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
3635                         speed = bound(0, speed, 1);
3636                         speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
3637
3638                         // calculate values into a standard alpha
3639                         a = 1 - exp(-
3640                                         (
3641                                          (r_motionblur.value * speed / 80)
3642                                          +
3643                                          (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
3644                                         )
3645                                         /
3646                                         max(0.0001, cl.time - cl.oldtime) // fps independent
3647                                    );
3648
3649                         a *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
3650                         a = bound(0, a, r_motionblur_maxblur.value);
3651
3652                         // developer debug of current value
3653                         if (r_motionblur_debug.value) { Con_Printf("blur alpha = %f\n", a); }
3654
3655                         // apply the blur
3656                         if (a > 0)
3657                         {
3658                                 R_SetupGenericShader(true);
3659                                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3660                                 GL_Color(1, 1, 1, a); // to do: add color changing support for damage blur
3661                                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3662                                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3663                                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3664                                 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3665                         }
3666                 }
3667
3668                 // copy view into the screen texture
3669                 qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
3670                 r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height;
3671         }
3672
3673         if (r_glsl.integer && gl_support_fragment_shader && (r_bloomstate.texture_screen || r_bloomstate.texture_bloom))
3674         {
3675                 unsigned int permutation =
3676                           (r_bloomstate.texture_bloom ? SHADERPERMUTATION_GLOW : 0)
3677                         | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VERTEXTEXTUREBLEND : 0)
3678                         | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0)
3679                         | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0)
3680                         | (r_glsl_saturation.value != 1 ? SHADERPERMUTATION_SATURATION : 0);
3681
3682                 if (r_bloomstate.texture_bloom && !r_bloomstate.hdr)
3683                 {
3684                         // render simple bloom effect
3685                         // copy the screen and shrink it and darken it for the bloom process
3686                         R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3687                         // make the bloom texture
3688                         R_Bloom_MakeTexture();
3689                 }
3690
3691                 R_ResetViewRendering2D();
3692                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3693                 R_Mesh_ColorPointer(NULL, 0, 0);
3694                 GL_Color(1, 1, 1, 1);
3695                 GL_BlendFunc(GL_ONE, GL_ZERO);
3696                 R_SetupShader_SetPermutation(SHADERMODE_POSTPROCESS, permutation);
3697                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3698                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3699                 R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_bloom));
3700                 R_Mesh_TexCoordPointer(1, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3701                 if (r_glsl_permutation->loc_Texture_GammaRamps >= 0)
3702                         R_Mesh_TexBind(GL20TU_GAMMARAMPS, R_GetTexture(r_texture_gammaramps));
3703                 if (r_glsl_permutation->loc_TintColor >= 0)
3704                         qglUniform4fARB(r_glsl_permutation->loc_TintColor, r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3705                 if (r_glsl_permutation->loc_ClientTime >= 0)
3706                         qglUniform1fARB(r_glsl_permutation->loc_ClientTime, cl.time);
3707                 if (r_glsl_permutation->loc_PixelSize >= 0)
3708                         qglUniform2fARB(r_glsl_permutation->loc_PixelSize, 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight);
3709                 if (r_glsl_permutation->loc_UserVec1 >= 0)
3710                 {
3711                         float a=0, b=0, c=0, d=0;
3712 #if _MSC_VER >= 1400
3713 #define sscanf sscanf_s
3714 #endif
3715                         sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &a, &b, &c, &d);
3716                         qglUniform4fARB(r_glsl_permutation->loc_UserVec1, a, b, c, d);
3717                 }
3718                 if (r_glsl_permutation->loc_UserVec2 >= 0)
3719                 {
3720                         float a=0, b=0, c=0, d=0;
3721                         sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &a, &b, &c, &d);
3722                         qglUniform4fARB(r_glsl_permutation->loc_UserVec2, a, b, c, d);
3723                 }
3724                 if (r_glsl_permutation->loc_UserVec3 >= 0)
3725                 {
3726                         float a=0, b=0, c=0, d=0;
3727                         sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &a, &b, &c, &d);
3728                         qglUniform4fARB(r_glsl_permutation->loc_UserVec3, a, b, c, d);
3729                 }
3730                 if (r_glsl_permutation->loc_UserVec4 >= 0)
3731                 {
3732                         float a=0, b=0, c=0, d=0;
3733                         sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &a, &b, &c, &d);
3734                         qglUniform4fARB(r_glsl_permutation->loc_UserVec4, a, b, c, d);
3735                 }
3736                 if (r_glsl_permutation->loc_Saturation >= 0)
3737                         qglUniform1fARB(r_glsl_permutation->loc_Saturation, r_glsl_saturation.value);
3738                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3739                 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3740                 return;
3741         }
3742
3743
3744
3745         if (r_bloomstate.texture_bloom && r_bloomstate.hdr)
3746         {
3747                 // render high dynamic range bloom effect
3748                 // the bloom texture was made earlier this render, so we just need to
3749                 // blend it onto the screen...
3750                 R_ResetViewRendering2D();
3751                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3752                 R_Mesh_ColorPointer(NULL, 0, 0);
3753                 R_SetupGenericShader(true);
3754                 GL_Color(1, 1, 1, 1);
3755                 GL_BlendFunc(GL_ONE, GL_ONE);
3756                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3757                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3758                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3759                 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3760         }
3761         else if (r_bloomstate.texture_bloom)
3762         {
3763                 // render simple bloom effect
3764                 // copy the screen and shrink it and darken it for the bloom process
3765                 R_Bloom_CopyBloomTexture(r_bloom_colorscale.value);
3766                 // make the bloom texture
3767                 R_Bloom_MakeTexture();
3768                 // put the original screen image back in place and blend the bloom
3769                 // texture on it
3770                 R_ResetViewRendering2D();
3771                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3772                 R_Mesh_ColorPointer(NULL, 0, 0);
3773                 GL_Color(1, 1, 1, 1);
3774                 GL_BlendFunc(GL_ONE, GL_ZERO);
3775                 // do both in one pass if possible
3776                 R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
3777                 R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0);
3778                 if (r_textureunits.integer >= 2 && gl_combine.integer)
3779                 {
3780                         R_SetupGenericTwoTextureShader(GL_ADD);
3781                         R_Mesh_TexBind(1, R_GetTexture(r_bloomstate.texture_screen));
3782                         R_Mesh_TexCoordPointer(1, 2, r_bloomstate.screentexcoord2f, 0, 0);
3783                 }
3784                 else
3785                 {
3786                         R_SetupGenericShader(true);
3787                         R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3788                         r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3789                         // now blend on the bloom texture
3790                         GL_BlendFunc(GL_ONE, GL_ONE);
3791                         R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen));
3792                         R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0);
3793                 }
3794                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3795                 r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height;
3796         }
3797         if (r_refdef.viewblend[3] >= (1.0f / 256.0f))
3798         {
3799                 // apply a color tint to the whole view
3800                 R_ResetViewRendering2D();
3801                 R_Mesh_VertexPointer(r_screenvertex3f, 0, 0);
3802                 R_Mesh_ColorPointer(NULL, 0, 0);
3803                 R_SetupGenericShader(false);
3804                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
3805                 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
3806                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
3807         }
3808 }
3809
3810 matrix4x4_t r_waterscrollmatrix;
3811
3812 void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as that changes colorscale!
3813 {
3814         if (r_refdef.fog_density)
3815         {
3816                 r_refdef.fogcolor[0] = r_refdef.fog_red;
3817                 r_refdef.fogcolor[1] = r_refdef.fog_green;
3818                 r_refdef.fogcolor[2] = r_refdef.fog_blue;
3819
3820                 {
3821                         vec3_t fogvec;
3822                         VectorCopy(r_refdef.fogcolor, fogvec);
3823                         if(r_glsl.integer && (r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)) // need to support contrast boost
3824                         {
3825                                 //   color.rgb /= ((ContrastBoost - 1) * color.rgb + 1);
3826                                 fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
3827                                 fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
3828                                 fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
3829                         }
3830                         //   color.rgb *= ContrastBoost * SceneBrightness;
3831                         VectorScale(fogvec, r_refdef.view.colorscale, fogvec);
3832                         r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f);
3833                         r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f);
3834                         r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f);
3835                 }
3836         }
3837 }
3838
3839 void R_UpdateVariables(void)
3840 {
3841         R_Textures_Frame();
3842
3843         r_refdef.scene.ambient = r_ambient.value;
3844
3845         r_refdef.farclip = 4096;
3846         if (r_refdef.scene.worldmodel)
3847                 r_refdef.farclip += r_refdef.scene.worldmodel->radius * 2;
3848         r_refdef.nearclip = bound (0.001f, r_nearclip.value, r_refdef.farclip - 1.0f);
3849
3850         if (r_shadow_frontsidecasting.integer < 0 || r_shadow_frontsidecasting.integer > 1)
3851                 Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1);
3852         r_refdef.polygonfactor = 0;
3853         r_refdef.polygonoffset = 0;
3854         r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3855         r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1);
3856
3857         r_refdef.scene.rtworld = r_shadow_realtime_world.integer;
3858         r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
3859         r_refdef.scene.rtdlight = (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && !gl_flashblend.integer && r_dynamic.integer;
3860         r_refdef.scene.rtdlightshadows = r_refdef.scene.rtdlight && r_shadow_realtime_dlight_shadows.integer && gl_stencil;
3861         r_refdef.lightmapintensity = r_refdef.scene.rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
3862         if (r_showsurfaces.integer)
3863         {
3864                 r_refdef.scene.rtworld = false;
3865                 r_refdef.scene.rtworldshadows = false;
3866                 r_refdef.scene.rtdlight = false;
3867                 r_refdef.scene.rtdlightshadows = false;
3868                 r_refdef.lightmapintensity = 0;
3869         }
3870
3871         if (gamemode == GAME_NEHAHRA)
3872         {
3873                 if (gl_fogenable.integer)
3874                 {
3875                         r_refdef.oldgl_fogenable = true;
3876                         r_refdef.fog_density = gl_fogdensity.value;
3877                         r_refdef.fog_red = gl_fogred.value;
3878                         r_refdef.fog_green = gl_foggreen.value;
3879                         r_refdef.fog_blue = gl_fogblue.value;
3880                         r_refdef.fog_alpha = 1;
3881                         r_refdef.fog_start = 0;
3882                         r_refdef.fog_end = gl_skyclip.value;
3883                 }
3884                 else if (r_refdef.oldgl_fogenable)
3885                 {
3886                         r_refdef.oldgl_fogenable = false;
3887                         r_refdef.fog_density = 0;
3888                         r_refdef.fog_red = 0;
3889                         r_refdef.fog_green = 0;
3890                         r_refdef.fog_blue = 0;
3891                         r_refdef.fog_alpha = 0;
3892                         r_refdef.fog_start = 0;
3893                         r_refdef.fog_end = 0;
3894                 }
3895         }
3896
3897         r_refdef.fog_alpha = bound(0, r_refdef.fog_alpha, 1);
3898         r_refdef.fog_start = max(0, r_refdef.fog_start);
3899         r_refdef.fog_end = max(r_refdef.fog_start + 0.01, r_refdef.fog_end);
3900
3901         // R_UpdateFogColor(); // why? R_RenderScene does it anyway
3902
3903         if (r_refdef.fog_density && r_drawfog.integer)
3904         {
3905                 r_refdef.fogenabled = true;
3906                 // this is the point where the fog reaches 0.9986 alpha, which we
3907                 // consider a good enough cutoff point for the texture
3908                 // (0.9986 * 256 == 255.6)
3909                 if (r_fog_exp2.integer)
3910                         r_refdef.fogrange = 32 / (r_refdef.fog_density * r_refdef.fog_density) + r_refdef.fog_start;
3911                 else
3912                         r_refdef.fogrange = 2048 / r_refdef.fog_density + r_refdef.fog_start;
3913                 r_refdef.fogrange = bound(r_refdef.fog_start, r_refdef.fogrange, r_refdef.fog_end);
3914                 r_refdef.fograngerecip = 1.0f / r_refdef.fogrange;
3915                 r_refdef.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * r_refdef.fograngerecip;
3916                 // fog color was already set
3917                 // update the fog texture
3918                 if (r_refdef.fogmasktable_start != r_refdef.fog_start || r_refdef.fogmasktable_alpha != r_refdef.fog_alpha || r_refdef.fogmasktable_density != r_refdef.fog_density || r_refdef.fogmasktable_range != r_refdef.fogrange)
3919                         R_BuildFogTexture();
3920         }
3921         else
3922                 r_refdef.fogenabled = false;
3923
3924         if(r_glsl.integer && v_glslgamma.integer && !vid_gammatables_trivial)
3925         {
3926                 if(!r_texture_gammaramps || vid_gammatables_serial != r_texture_gammaramps_serial)
3927                 {
3928                         // build GLSL gamma texture
3929 #define RAMPWIDTH 256
3930                         unsigned short ramp[RAMPWIDTH * 3];
3931                         unsigned char rampbgr[RAMPWIDTH][4];
3932                         int i;
3933
3934                         r_texture_gammaramps_serial = vid_gammatables_serial;
3935
3936                         VID_BuildGammaTables(&ramp[0], RAMPWIDTH);
3937                         for(i = 0; i < RAMPWIDTH; ++i)
3938                         {
3939                                 rampbgr[i][0] = (unsigned char) (ramp[i + 2 * RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
3940                                 rampbgr[i][1] = (unsigned char) (ramp[i + RAMPWIDTH] * 255.0 / 65535.0 + 0.5);
3941                                 rampbgr[i][2] = (unsigned char) (ramp[i] * 255.0 / 65535.0 + 0.5);
3942                                 rampbgr[i][3] = 0;
3943                         }
3944                         if (r_texture_gammaramps)
3945                         {
3946                                 R_UpdateTexture(r_texture_gammaramps, &rampbgr[0][0], 0, 0, RAMPWIDTH, 1);
3947                         }
3948                         else
3949                         {
3950                                 r_texture_gammaramps = R_LoadTexture2D(r_main_texturepool, "gammaramps", RAMPWIDTH, 1, &rampbgr[0][0], TEXTYPE_BGRA, TEXF_PRECACHE | TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_PERSISTENT, NULL);
3951                         }
3952                 }
3953         }
3954         else
3955         {
3956                 // remove GLSL gamma texture
3957         }
3958 }
3959
3960 static r_refdef_scene_type_t r_currentscenetype = RST_CLIENT;
3961 static r_refdef_scene_t r_scenes_store[ RST_COUNT ];
3962 /*
3963 ================
3964 R_SelectScene
3965 ================
3966 */
3967 void R_SelectScene( r_refdef_scene_type_t scenetype ) {
3968         if( scenetype != r_currentscenetype ) {
3969                 // store the old scenetype
3970                 r_scenes_store[ r_currentscenetype ] = r_refdef.scene;
3971                 r_currentscenetype = scenetype;
3972                 // move in the new scene
3973                 r_refdef.scene = r_scenes_store[ r_currentscenetype ];
3974         }
3975 }
3976
3977 /*
3978 ================
3979 R_GetScenePointer
3980 ================
3981 */
3982 r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype )
3983 {
3984         // of course, we could also add a qboolean that provides a lock state and a ReleaseScenePointer function..
3985         if( scenetype == r_currentscenetype ) {
3986                 return &r_refdef.scene;
3987         } else {
3988                 return &r_scenes_store[ scenetype ];
3989         }
3990 }
3991
3992 /*
3993 ================
3994 R_RenderView
3995 ================
3996 */
3997 void R_RenderView(void)
3998 {
3999         r_frame++; // used only by R_GetCurrentTexture
4000         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
4001
4002         if (r_refdef.view.isoverlay)
4003         {
4004                 // TODO: FIXME: move this into its own backend function maybe? [2/5/2008 Andreas]
4005                 GL_Clear( GL_DEPTH_BUFFER_BIT );
4006                 R_TimeReport("depthclear");
4007
4008                 r_refdef.view.showdebug = false;
4009
4010                 r_waterstate.enabled = false;
4011                 r_waterstate.numwaterplanes = 0;
4012
4013                 R_RenderScene();
4014
4015                 CHECKGLERROR
4016                 return;
4017         }
4018
4019         if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0/* || !r_refdef.scene.worldmodel*/)
4020                 return; //Host_Error ("R_RenderView: NULL worldmodel");
4021
4022         r_refdef.view.colorscale = r_hdr_scenebrightness.value;
4023
4024         // break apart the view matrix into vectors for various purposes
4025         // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong
4026         // however the r_refdef.view.origin IS updated in RenderScene intentionally - otherwise the sky renders at the wrong origin, etc
4027         Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
4028         VectorNegate(r_refdef.view.left, r_refdef.view.right);
4029         // make an inverted copy of the view matrix for tracking sprites
4030         Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
4031
4032         R_Shadow_UpdateWorldLightSelection();
4033
4034         R_Bloom_StartFrame();
4035         R_Water_StartFrame();
4036
4037         CHECKGLERROR
4038         if (r_timereport_active)
4039                 R_TimeReport("viewsetup");
4040
4041         R_ResetViewRendering3D();
4042
4043         if (r_refdef.view.clear || r_refdef.fogenabled)
4044         {
4045                 R_ClearScreen(r_refdef.fogenabled);
4046                 if (r_timereport_active)
4047                         R_TimeReport("viewclear");
4048         }
4049         r_refdef.view.clear = true;
4050
4051         // this produces a bloom texture to be used in R_BlendView() later
4052         if (r_hdr.integer)
4053                 R_HDR_RenderBloomTexture();
4054
4055         r_refdef.view.showdebug = true;
4056
4057         R_View_Update();
4058         if (r_timereport_active)
4059                 R_TimeReport("visibility");
4060
4061         r_waterstate.numwaterplanes = 0;
4062         if (r_waterstate.enabled)
4063                 R_RenderWaterPlanes();
4064
4065         R_RenderScene();
4066         r_waterstate.numwaterplanes = 0;
4067
4068         R_BlendView();
4069         if (r_timereport_active)
4070                 R_TimeReport("blendview");
4071
4072         GL_Scissor(0, 0, vid.width, vid.height);
4073         GL_ScissorTest(false);
4074         CHECKGLERROR
4075 }
4076
4077 void R_RenderWaterPlanes(void)
4078 {
4079         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes)
4080         {
4081                 r_refdef.scene.worldmodel->DrawAddWaterPlanes(r_refdef.scene.worldentity);
4082                 if (r_timereport_active)
4083                         R_TimeReport("waterworld");
4084         }
4085
4086         // don't let sound skip if going slow
4087         if (r_refdef.scene.extraupdate)
4088                 S_ExtraUpdate ();
4089
4090         R_DrawModelsAddWaterPlanes();
4091         if (r_timereport_active)
4092                 R_TimeReport("watermodels");
4093
4094         if (r_waterstate.numwaterplanes)
4095         {
4096                 R_Water_ProcessPlanes();
4097                 if (r_timereport_active)
4098                         R_TimeReport("waterscenes");
4099         }
4100 }
4101
4102 extern void R_DrawLightningBeams (void);
4103 extern void VM_CL_AddPolygonsToMeshQueue (void);
4104 extern void R_DrawPortals (void);
4105 extern cvar_t cl_locs_show;
4106 static void R_DrawLocs(void);
4107 static void R_DrawEntityBBoxes(void);
4108 void R_RenderScene(void)
4109 {
4110         r_refdef.stats.renders++;
4111
4112         R_UpdateFogColor();
4113
4114         // don't let sound skip if going slow
4115         if (r_refdef.scene.extraupdate)
4116                 S_ExtraUpdate ();
4117
4118         R_MeshQueue_BeginScene();
4119
4120         R_SkyStartFrame();
4121
4122         Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.scene.time) * 0.025 * r_waterscroll.value, sin(r_refdef.scene.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
4123
4124         if (cl.csqc_vidvars.drawworld)
4125         {
4126                 // don't let sound skip if going slow
4127                 if (r_refdef.scene.extraupdate)
4128                         S_ExtraUpdate ();
4129
4130                 if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawSky)
4131                 {
4132                         r_refdef.scene.worldmodel->DrawSky(r_refdef.scene.worldentity);
4133                         if (r_timereport_active)
4134                                 R_TimeReport("worldsky");
4135                 }
4136
4137                 if (R_DrawBrushModelsSky() && r_timereport_active)
4138                         R_TimeReport("bmodelsky");
4139         }
4140
4141         if (r_depthfirst.integer >= 1 && cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDepth)
4142         {
4143                 r_refdef.scene.worldmodel->DrawDepth(r_refdef.scene.worldentity);
4144                 if (r_timereport_active)
4145                         R_TimeReport("worlddepth");
4146         }
4147         if (r_depthfirst.integer >= 2)
4148         {
4149                 R_DrawModelsDepth();
4150                 if (r_timereport_active)
4151                         R_TimeReport("modeldepth");
4152         }
4153
4154         if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->Draw)
4155         {
4156                 r_refdef.scene.worldmodel->Draw(r_refdef.scene.worldentity);
4157                 if (r_timereport_active)
4158                         R_TimeReport("world");
4159         }
4160
4161         // don't let sound skip if going slow
4162         if (r_refdef.scene.extraupdate)
4163                 S_ExtraUpdate ();
4164
4165         R_DrawModels();
4166         if (r_timereport_active)
4167                 R_TimeReport("models");
4168
4169         // don't let sound skip if going slow
4170         if (r_refdef.scene.extraupdate)
4171                 S_ExtraUpdate ();
4172
4173         if (r_shadows.integer > 0 && r_refdef.lightmapintensity > 0)
4174         {
4175                 R_DrawModelShadows();
4176
4177                 R_ResetViewRendering3D();
4178
4179                 // don't let sound skip if going slow
4180                 if (r_refdef.scene.extraupdate)
4181                         S_ExtraUpdate ();
4182         }
4183
4184         R_ShadowVolumeLighting(false);
4185         if (r_timereport_active)
4186                 R_TimeReport("rtlights");
4187
4188         // don't let sound skip if going slow
4189         if (r_refdef.scene.extraupdate)
4190                 S_ExtraUpdate ();
4191
4192         if (cl.csqc_vidvars.drawworld)
4193         {
4194                 R_DrawLightningBeams();
4195                 if (r_timereport_active)
4196                         R_TimeReport("lightning");
4197
4198                 R_DrawDecals();
4199                 if (r_timereport_active)
4200                         R_TimeReport("decals");
4201
4202                 R_DrawParticles();
4203                 if (r_timereport_active)
4204                         R_TimeReport("particles");
4205
4206                 R_DrawExplosions();
4207                 if (r_timereport_active)
4208                         R_TimeReport("explosions");
4209         }
4210
4211         R_SetupGenericShader(true);
4212         VM_CL_AddPolygonsToMeshQueue();
4213
4214         if (r_refdef.view.showdebug)
4215         {
4216                 if (cl_locs_show.integer)
4217                 {
4218                         R_DrawLocs();
4219                         if (r_timereport_active)
4220                                 R_TimeReport("showlocs");
4221                 }
4222
4223                 if (r_drawportals.integer)
4224                 {
4225                         R_DrawPortals();
4226                         if (r_timereport_active)
4227                                 R_TimeReport("portals");
4228                 }
4229
4230                 if (r_showbboxes.value > 0)
4231                 {
4232                         R_DrawEntityBBoxes();
4233                         if (r_timereport_active)
4234                                 R_TimeReport("bboxes");
4235                 }
4236         }
4237
4238         R_SetupGenericShader(true);
4239         R_MeshQueue_RenderTransparent();
4240         if (r_timereport_active)
4241                 R_TimeReport("drawtrans");
4242
4243         R_SetupGenericShader(true);
4244
4245         if (r_refdef.view.showdebug && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value != 0 || r_showcollisionbrushes.value > 0))
4246         {
4247                 r_refdef.scene.worldmodel->DrawDebug(r_refdef.scene.worldentity);
4248                 if (r_timereport_active)
4249                         R_TimeReport("worlddebug");
4250                 R_DrawModelsDebug();
4251                 if (r_timereport_active)
4252                         R_TimeReport("modeldebug");
4253         }
4254
4255         R_SetupGenericShader(true);
4256
4257         if (cl.csqc_vidvars.drawworld)
4258         {
4259                 R_DrawCoronas();
4260                 if (r_timereport_active)
4261                         R_TimeReport("coronas");
4262         }
4263
4264         // don't let sound skip if going slow
4265         if (r_refdef.scene.extraupdate)
4266                 S_ExtraUpdate ();
4267
4268         R_ResetViewRendering2D();
4269 }
4270
4271 static const unsigned short bboxelements[36] =
4272 {
4273         5, 1, 3, 5, 3, 7,
4274         6, 2, 0, 6, 0, 4,
4275         7, 3, 2, 7, 2, 6,
4276         4, 0, 1, 4, 1, 5,
4277         4, 5, 7, 4, 7, 6,
4278         1, 0, 2, 1, 2, 3,
4279 };
4280
4281 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
4282 {
4283         int i;
4284         float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4];
4285         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4286         GL_DepthMask(false);
4287         GL_DepthRange(0, 1);
4288         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4289         R_Mesh_Matrix(&identitymatrix);
4290         R_Mesh_ResetTextureState();
4291
4292         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; //
4293         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
4294         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
4295         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
4296         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
4297         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
4298         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
4299         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
4300         R_FillColors(color4f, 8, cr, cg, cb, ca);
4301         if (r_refdef.fogenabled)
4302         {
4303                 for (i = 0, v = vertex3f, c = color4f;i < 8;i++, v += 3, c += 4)
4304                 {
4305                         f1 = FogPoint_World(v);
4306                         f2 = 1 - f1;
4307                         c[0] = c[0] * f1 + r_refdef.fogcolor[0] * f2;
4308                         c[1] = c[1] * f1 + r_refdef.fogcolor[1] * f2;
4309                         c[2] = c[2] * f1 + r_refdef.fogcolor[2] * f2;
4310                 }
4311         }
4312         R_Mesh_VertexPointer(vertex3f, 0, 0);
4313         R_Mesh_ColorPointer(color4f, 0, 0);
4314         R_Mesh_ResetTextureState();
4315         R_SetupGenericShader(false);
4316         R_Mesh_Draw(0, 8, 0, 12, NULL, bboxelements, 0, 0);
4317 }
4318
4319 static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4320 {
4321         int i;
4322         float color[4];
4323         prvm_edict_t *edict;
4324         prvm_prog_t *prog_save = prog;
4325
4326         // this function draws bounding boxes of server entities
4327         if (!sv.active)
4328                 return;
4329
4330         GL_CullFace(GL_NONE);
4331         R_SetupGenericShader(false);
4332
4333         prog = 0;
4334         SV_VM_Begin();
4335         for (i = 0;i < numsurfaces;i++)
4336         {
4337                 edict = PRVM_EDICT_NUM(surfacelist[i]);
4338                 switch ((int)edict->fields.server->solid)
4339                 {
4340                         case SOLID_NOT:      Vector4Set(color, 1, 1, 1, 0.05);break;
4341                         case SOLID_TRIGGER:  Vector4Set(color, 1, 0, 1, 0.10);break;
4342                         case SOLID_BBOX:     Vector4Set(color, 0, 1, 0, 0.10);break;
4343                         case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break;
4344                         case SOLID_BSP:      Vector4Set(color, 0, 0, 1, 0.05);break;
4345                         default:             Vector4Set(color, 0, 0, 0, 0.50);break;
4346                 }
4347                 color[3] *= r_showbboxes.value;
4348                 color[3] = bound(0, color[3], 1);
4349                 GL_DepthTest(!r_showdisabledepthtest.integer);
4350                 GL_CullFace(r_refdef.view.cullface_front);
4351                 R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
4352         }
4353         SV_VM_End();
4354         prog = prog_save;
4355 }
4356
4357 static void R_DrawEntityBBoxes(void)
4358 {
4359         int i;
4360         prvm_edict_t *edict;
4361         vec3_t center;
4362         prvm_prog_t *prog_save = prog;
4363
4364         // this function draws bounding boxes of server entities
4365         if (!sv.active)
4366                 return;
4367
4368         prog = 0;
4369         SV_VM_Begin();
4370         for (i = 0;i < prog->num_edicts;i++)
4371         {
4372                 edict = PRVM_EDICT_NUM(i);
4373                 if (edict->priv.server->free)
4374                         continue;
4375                 // exclude the following for now, as they don't live in world coordinate space and can't be solid:
4376                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.tag_entity)->edict != 0)
4377                         continue;
4378                 if(PRVM_EDICTFIELDVALUE(edict, prog->fieldoffsets.viewmodelforclient)->edict != 0)
4379                         continue;
4380                 VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center);
4381                 R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL);
4382         }
4383         SV_VM_End();
4384         prog = prog_save;
4385 }
4386
4387 unsigned short nomodelelements[24] =
4388 {
4389         5, 2, 0,
4390         5, 1, 2,
4391         5, 0, 3,
4392         5, 3, 1,
4393         0, 2, 4,
4394         2, 1, 4,
4395         3, 0, 4,
4396         1, 3, 4
4397 };
4398
4399 float nomodelvertex3f[6*3] =
4400 {
4401         -16,   0,   0,
4402          16,   0,   0,
4403           0, -16,   0,
4404           0,  16,   0,
4405           0,   0, -16,
4406           0,   0,  16
4407 };
4408
4409 float nomodelcolor4f[6*4] =
4410 {
4411         0.0f, 0.0f, 0.5f, 1.0f,
4412         0.0f, 0.0f, 0.5f, 1.0f,
4413         0.0f, 0.5f, 0.0f, 1.0f,
4414         0.0f, 0.5f, 0.0f, 1.0f,
4415         0.5f, 0.0f, 0.0f, 1.0f,
4416         0.5f, 0.0f, 0.0f, 1.0f
4417 };
4418
4419 void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
4420 {
4421         int i;
4422         float f1, f2, *c;
4423         float color4f[6*4];
4424         // this is only called once per entity so numsurfaces is always 1, and
4425         // surfacelist is always {0}, so this code does not handle batches
4426         R_Mesh_Matrix(&ent->matrix);
4427
4428         if (ent->flags & EF_ADDITIVE)
4429         {
4430                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
4431                 GL_DepthMask(false);
4432         }
4433         else if (ent->alpha < 1)
4434         {
4435                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4436                 GL_DepthMask(false);
4437         }
4438         else
4439         {
4440                 GL_BlendFunc(GL_ONE, GL_ZERO);
4441                 GL_DepthMask(true);
4442         }
4443         GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
4444         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4445         GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
4446         GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back);
4447         R_SetupGenericShader(false);
4448         R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
4449         if (r_refdef.fogenabled)
4450         {
4451                 vec3_t org;
4452                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4453                 R_Mesh_ColorPointer(color4f, 0, 0);
4454                 Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4455                 f1 = FogPoint_World(org);
4456                 f2 = 1 - f1;
4457                 for (i = 0, c = color4f;i < 6;i++, c += 4)
4458                 {
4459                         c[0] = (c[0] * f1 + r_refdef.fogcolor[0] * f2);
4460                         c[1] = (c[1] * f1 + r_refdef.fogcolor[1] * f2);
4461                         c[2] = (c[2] * f1 + r_refdef.fogcolor[2] * f2);
4462                         c[3] *= ent->alpha;
4463                 }
4464         }
4465         else if (ent->alpha != 1)
4466         {
4467                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
4468                 R_Mesh_ColorPointer(color4f, 0, 0);
4469                 for (i = 0, c = color4f;i < 6;i++, c += 4)
4470                         c[3] *= ent->alpha;
4471         }
4472         else
4473                 R_Mesh_ColorPointer(nomodelcolor4f, 0, 0);
4474         R_Mesh_ResetTextureState();
4475         R_Mesh_Draw(0, 6, 0, 8, NULL, nomodelelements, 0, 0);
4476 }
4477
4478 void R_DrawNoModel(entity_render_t *ent)
4479 {
4480         vec3_t org;
4481         Matrix4x4_OriginFromMatrix(&ent->matrix, org);
4482         //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
4483                 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight);
4484         //else
4485         //      R_DrawNoModelCallback(ent, 0);
4486 }
4487
4488 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
4489 {
4490         vec3_t right1, right2, diff, normal;
4491
4492         VectorSubtract (org2, org1, normal);
4493
4494         // calculate 'right' vector for start
4495         VectorSubtract (r_refdef.view.origin, org1, diff);
4496         CrossProduct (normal, diff, right1);
4497         VectorNormalize (right1);
4498
4499         // calculate 'right' vector for end
4500         VectorSubtract (r_refdef.view.origin, org2, diff);
4501         CrossProduct (normal, diff, right2);
4502         VectorNormalize (right2);
4503
4504         vert[ 0] = org1[0] + width * right1[0];
4505         vert[ 1] = org1[1] + width * right1[1];
4506         vert[ 2] = org1[2] + width * right1[2];
4507         vert[ 3] = org1[0] - width * right1[0];
4508         vert[ 4] = org1[1] - width * right1[1];
4509         vert[ 5] = org1[2] - width * right1[2];
4510         vert[ 6] = org2[0] - width * right2[0];
4511         vert[ 7] = org2[1] - width * right2[1];
4512         vert[ 8] = org2[2] - width * right2[2];
4513         vert[ 9] = org2[0] + width * right2[0];
4514         vert[10] = org2[1] + width * right2[1];
4515         vert[11] = org2[2] + width * right2[2];
4516 }
4517
4518 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
4519
4520 void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_t *fogtexture, qboolean depthdisable, qboolean depthshort, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca)
4521 {
4522         // NOTE: this must not call qglDepthFunc (see r_shadow.c, R_BeginCoronaQuery) thanks to ATI
4523         float fog = 1.0f;
4524         float vertex3f[12];
4525
4526         if (r_refdef.fogenabled && !depthdisable) // TODO maybe make the unfog effect a separate flag?
4527                 fog = FogPoint_World(origin);
4528
4529         R_Mesh_Matrix(&identitymatrix);
4530         GL_BlendFunc(blendfunc1, blendfunc2);
4531
4532         GL_CullFace(GL_NONE);
4533
4534         GL_DepthMask(false);
4535         GL_DepthRange(0, depthshort ? 0.0625 : 1);
4536         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
4537         GL_DepthTest(!depthdisable);
4538
4539         vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
4540         vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
4541         vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
4542         vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
4543         vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
4544         vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
4545         vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
4546         vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
4547         vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
4548         vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
4549         vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
4550         vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
4551
4552         R_Mesh_VertexPointer(vertex3f, 0, 0);
4553         R_Mesh_ColorPointer(NULL, 0, 0);
4554         R_Mesh_ResetTextureState();
4555         R_SetupGenericShader(true);
4556         R_Mesh_TexBind(0, R_GetTexture(texture));
4557         R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0);
4558         // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1
4559         GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca);
4560         R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4561
4562         if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA)
4563         {
4564                 R_Mesh_TexBind(0, R_GetTexture(fogtexture));
4565                 GL_BlendFunc(blendfunc1, GL_ONE);
4566                 fog = 1 - fog;
4567                 GL_Color(r_refdef.fogcolor[0] * fog, r_refdef.fogcolor[1] * fog, r_refdef.fogcolor[2] * fog, ca);
4568                 R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
4569         }
4570 }
4571
4572 int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z)
4573 {
4574         int i;
4575         float *vertex3f;
4576         float v[3];
4577         VectorSet(v, x, y, z);
4578         for (i = 0, vertex3f = mesh->vertex3f;i < mesh->numvertices;i++, vertex3f += 3)
4579                 if (VectorDistance2(v, vertex3f) < mesh->epsilon2)
4580                         break;
4581         if (i == mesh->numvertices)
4582         {
4583                 if (mesh->numvertices < mesh->maxvertices)
4584                 {
4585                         VectorCopy(v, vertex3f);
4586                         mesh->numvertices++;
4587                 }
4588                 return mesh->numvertices;
4589         }
4590         else
4591                 return i;
4592 }
4593
4594 void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f)
4595 {
4596         int i;
4597         int *e, element[3];
4598         element[0] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4599         element[1] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);vertex3f += 3;
4600         e = mesh->element3i + mesh->numtriangles * 3;
4601         for (i = 0;i < numvertices - 2;i++, vertex3f += 3)
4602         {
4603                 element[2] = R_Mesh_AddVertex(mesh, vertex3f[0], vertex3f[1], vertex3f[2]);
4604                 if (mesh->numtriangles < mesh->maxtriangles)
4605                 {
4606                         *e++ = element[0];
4607                         *e++ = element[1];
4608                         *e++ = element[2];
4609                         mesh->numtriangles++;
4610                 }
4611                 element[1] = element[2];
4612         }
4613 }
4614
4615 void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d)
4616 {
4617         int i;
4618         int *e, element[3];
4619         element[0] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4620         element[1] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);vertex3d += 3;
4621         e = mesh->element3i + mesh->numtriangles * 3;
4622         for (i = 0;i < numvertices - 2;i++, vertex3d += 3)
4623         {
4624                 element[2] = R_Mesh_AddVertex(mesh, vertex3d[0], vertex3d[1], vertex3d[2]);
4625                 if (mesh->numtriangles < mesh->maxtriangles)
4626                 {
4627                         *e++ = element[0];
4628                         *e++ = element[1];
4629                         *e++ = element[2];
4630                         mesh->numtriangles++;
4631                 }
4632                 element[1] = element[2];
4633         }
4634 }
4635
4636 #define R_MESH_PLANE_DIST_EPSILON (1.0 / 32.0)
4637 void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *planes)
4638 {
4639         int planenum, planenum2;
4640         int w;
4641         int tempnumpoints;
4642         mplane_t *plane, *plane2;
4643         double maxdist;
4644         double temppoints[2][256*3];
4645         // figure out how large a bounding box we need to properly compute this brush
4646         maxdist = 0;
4647         for (w = 0;w < numplanes;w++)
4648                 maxdist = max(maxdist, planes[w].dist);
4649         // now make it large enough to enclose the entire brush, and round it off to a reasonable multiple of 1024
4650         maxdist = floor(maxdist * (4.0 / 1024.0) + 1) * 1024.0;
4651         for (planenum = 0, plane = planes;planenum < numplanes;planenum++, plane++)
4652         {
4653                 w = 0;
4654                 tempnumpoints = 4;
4655                 PolygonD_QuadForPlane(temppoints[w], plane->normal[0], plane->normal[1], plane->normal[2], plane->dist, maxdist);
4656                 for (planenum2 = 0, plane2 = planes;planenum2 < numplanes && tempnumpoints >= 3;planenum2++, plane2++)
4657                 {
4658                         if (planenum2 == planenum)
4659                                 continue;
4660                         PolygonD_Divide(tempnumpoints, temppoints[w], plane2->normal[0], plane2->normal[1], plane2->normal[2], plane2->dist, R_MESH_PLANE_DIST_EPSILON, 0, NULL, NULL, 256, temppoints[!w], &tempnumpoints, NULL);
4661                         w = !w;
4662                 }
4663                 if (tempnumpoints < 3)
4664                         continue;
4665                 // generate elements forming a triangle fan for this polygon
4666                 R_Mesh_AddPolygon3d(mesh, tempnumpoints, temppoints[w]);
4667         }
4668 }
4669
4670 static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, int blendfunc2, texturelayertype_t type, rtexture_t *texture, const matrix4x4_t *matrix, float r, float g, float b, float a)
4671 {
4672         texturelayer_t *layer;
4673         layer = t->currentlayers + t->currentnumlayers++;
4674         layer->type = type;
4675         layer->depthmask = depthmask;
4676         layer->blendfunc1 = blendfunc1;
4677         layer->blendfunc2 = blendfunc2;
4678         layer->texture = texture;
4679         layer->texmatrix = *matrix;
4680         layer->color[0] = r * r_refdef.view.colorscale;
4681         layer->color[1] = g * r_refdef.view.colorscale;
4682         layer->color[2] = b * r_refdef.view.colorscale;
4683         layer->color[3] = a;
4684 }
4685
4686 static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms)
4687 {
4688         double index, f;
4689         index = parms[2] + r_refdef.scene.time * parms[3];
4690         index -= floor(index);
4691         switch (func)
4692         {
4693         default:
4694         case Q3WAVEFUNC_NONE:
4695         case Q3WAVEFUNC_NOISE:
4696         case Q3WAVEFUNC_COUNT:
4697                 f = 0;
4698                 break;
4699         case Q3WAVEFUNC_SIN: f = sin(index * M_PI * 2);break;
4700         case Q3WAVEFUNC_SQUARE: f = index < 0.5 ? 1 : -1;break;
4701         case Q3WAVEFUNC_SAWTOOTH: f = index;break;
4702         case Q3WAVEFUNC_INVERSESAWTOOTH: f = 1 - index;break;
4703         case Q3WAVEFUNC_TRIANGLE:
4704                 index *= 4;
4705                 f = index - floor(index);
4706                 if (index < 1)
4707                         f = f;
4708                 else if (index < 2)
4709                         f = 1 - f;
4710                 else if (index < 3)
4711                         f = -f;
4712                 else
4713                         f = -(1 - f);
4714                 break;
4715         }
4716         return (float)(parms[0] + parms[1] * f);
4717 }
4718
4719 void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
4720 {
4721         int w, h, idx;
4722         float f;
4723         float tcmat[12];
4724         matrix4x4_t matrix, temp;
4725         switch(tcmod->tcmod)
4726         {
4727                 case Q3TCMOD_COUNT:
4728                 case Q3TCMOD_NONE:
4729                         if (currentmaterialflags & MATERIALFLAG_WATERSCROLL)
4730                                 matrix = r_waterscrollmatrix;
4731                         else
4732                                 matrix = identitymatrix;
4733                         break;
4734                 case Q3TCMOD_ENTITYTRANSLATE:
4735                         // this is used in Q3 to allow the gamecode to control texcoord
4736                         // scrolling on the entity, which is not supported in darkplaces yet.
4737                         Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
4738                         break;
4739                 case Q3TCMOD_ROTATE:
4740                         Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
4741                         Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1);
4742                         Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
4743                         break;
4744                 case Q3TCMOD_SCALE:
4745                         Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
4746                         break;
4747                 case Q3TCMOD_SCROLL:
4748                         Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0);
4749                         break;
4750                 case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures)
4751                         w = (int) tcmod->parms[0];
4752                         h = (int) tcmod->parms[1];
4753                         f = r_refdef.scene.time / (tcmod->parms[2] * w * h);
4754                         f = f - floor(f);
4755                         idx = (int) floor(f * w * h);
4756                         Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0);
4757                         break;
4758                 case Q3TCMOD_STRETCH:
4759                         f = 1.0f / R_EvaluateQ3WaveFunc(tcmod->wavefunc, tcmod->waveparms);
4760                         Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5f * (1 - f), 0.5 * (1 - f), 0, 0, 0, 0, f);
4761                         break;
4762                 case Q3TCMOD_TRANSFORM:
4763                         VectorSet(tcmat +  0, tcmod->parms[0], tcmod->parms[1], 0);
4764                         VectorSet(tcmat +  3, tcmod->parms[2], tcmod->parms[3], 0);
4765                         VectorSet(tcmat +  6, 0                   , 0                , 1);
4766                         VectorSet(tcmat +  9, tcmod->parms[4], tcmod->parms[5], 0);
4767                         Matrix4x4_FromArray12FloatGL(&matrix, tcmat);
4768                         break;
4769                 case Q3TCMOD_TURBULENT:
4770                         // this is handled in the RSurf_PrepareVertices function
4771                         matrix = identitymatrix;
4772                         break;
4773         }
4774         temp = *texmatrix;
4775         Matrix4x4_Concat(texmatrix, &matrix, &temp);
4776 }
4777
4778 texture_t *R_GetCurrentTexture(texture_t *t)
4779 {
4780         int i;
4781         const entity_render_t *ent = rsurface.entity;
4782         dp_model_t *model = ent->model;
4783         q3shaderinfo_layer_tcmod_t *tcmod;
4784
4785         if (t->update_lastrenderframe == r_frame && t->update_lastrenderentity == (void *)ent)
4786                 return t->currentframe;
4787         t->update_lastrenderframe = r_frame;
4788         t->update_lastrenderentity = (void *)ent;
4789
4790         // switch to an alternate material if this is a q1bsp animated material
4791         {
4792                 texture_t *texture = t;
4793                 int s = ent->skinnum;
4794                 if ((unsigned int)s >= (unsigned int)model->numskins)
4795                         s = 0;
4796                 if (model->skinscenes)
4797                 {
4798                         if (model->skinscenes[s].framecount > 1)
4799                                 s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount;
4800                         else
4801                                 s = model->skinscenes[s].firstframe;
4802                 }
4803                 if (s > 0)
4804                         t = t + s * model->num_surfaces;
4805                 if (t->animated)
4806                 {
4807                         // use an alternate animation if the entity's frame is not 0,
4808                         // and only if the texture has an alternate animation
4809                         if (ent->framegroupblend[0].frame != 0 && t->anim_total[1])
4810                                 t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0];
4811                         else
4812                                 t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0];
4813                 }
4814                 texture->currentframe = t;
4815         }
4816
4817         // update currentskinframe to be a qw skin or animation frame
4818         if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[i].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl"))
4819         {
4820                 if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
4821                 {
4822                         strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
4823                         if (developer_loading.integer)
4824                                 Con_Printf("loading skins/%s\n", r_qwskincache[i]);
4825                         r_qwskincache_skinframe[i] = R_SkinFrame_LoadExternal(va("skins/%s", r_qwskincache[i]), TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS, developer.integer > 0);
4826                 }
4827                 t->currentskinframe = r_qwskincache_skinframe[i];
4828                 if (t->currentskinframe == NULL)
4829                         t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->shadertime)) % t->numskinframes];
4830         }
4831         else if (t->numskinframes >= 2)
4832                 t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->shadertime)) % t->numskinframes];
4833         if (t->backgroundnumskinframes >= 2)
4834                 t->backgroundcurrentskinframe = t->backgroundskinframes[(int)(t->backgroundskinframerate * (cl.time - ent->shadertime)) % t->backgroundnumskinframes];
4835
4836         t->currentmaterialflags = t->basematerialflags;
4837         t->currentalpha = ent->alpha;
4838         if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
4839                 t->currentalpha *= r_wateralpha.value;
4840         if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay)
4841                 t->currentalpha *= t->r_water_wateralpha;
4842         if(!r_waterstate.enabled || r_refdef.view.isoverlay)
4843                 t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
4844         if (!(ent->flags & RENDER_LIGHT))
4845                 t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
4846         else if (rsurface.modeltexcoordlightmap2f == NULL)
4847         {
4848                 // pick a model lighting mode
4849                 if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
4850                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
4851                 else
4852                         t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
4853         }
4854         if (ent->effects & EF_ADDITIVE)
4855                 t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4856         else if (t->currentalpha < 1)
4857                 t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
4858         if (ent->effects & EF_DOUBLESIDED)
4859                 t->currentmaterialflags |= MATERIALFLAG_NOSHADOW | MATERIALFLAG_NOCULLFACE;
4860         if (ent->effects & EF_NODEPTHTEST)
4861                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4862         if (ent->flags & RENDER_VIEWMODEL)
4863                 t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
4864         if (t->backgroundnumskinframes)
4865                 t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
4866         if (t->currentmaterialflags & MATERIALFLAG_BLENDED)
4867         {
4868                 if (t->currentmaterialflags & (MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER))
4869                         t->currentmaterialflags &= ~MATERIALFLAG_BLENDED;
4870         }
4871         else
4872                 t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER);
4873
4874         // there is no tcmod
4875         if (t->currentmaterialflags & MATERIALFLAG_WATERSCROLL)
4876         {
4877                 t->currenttexmatrix = r_waterscrollmatrix;
4878                 t->currentbackgroundtexmatrix = r_waterscrollmatrix;
4879         }
4880         else
4881         {
4882                 Matrix4x4_CreateIdentity(&t->currenttexmatrix);
4883                 Matrix4x4_CreateIdentity(&t->currentbackgroundtexmatrix);
4884         }
4885
4886         for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
4887                 R_tcMod_ApplyToMatrix(&t->currenttexmatrix, tcmod, t->currentmaterialflags);
4888         for (i = 0, tcmod = t->backgroundtcmods;i < Q3MAXTCMODS && tcmod->tcmod;i++, tcmod++)
4889                 R_tcMod_ApplyToMatrix(&t->currentbackgroundtexmatrix, tcmod, t->currentmaterialflags);
4890
4891         t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
4892         t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
4893         t->glosstexture = r_texture_black;
4894         t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
4895         t->backgroundglosstexture = r_texture_black;
4896         t->specularpower = r_shadow_glossexponent.value;
4897         // TODO: store reference values for these in the texture?
4898         t->specularscale = 0;
4899         if (r_shadow_gloss.integer > 0)
4900         {
4901                 if (t->currentskinframe->gloss || (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss))
4902                 {
4903                         if (r_shadow_glossintensity.value > 0)
4904                         {
4905                                 t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
4906                                 t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
4907                                 t->specularscale = r_shadow_glossintensity.value;
4908                         }
4909                 }
4910                 else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
4911                 {
4912                         t->glosstexture = r_texture_white;
4913                         t->backgroundglosstexture = r_texture_white;
4914                         t->specularscale = r_shadow_gloss2intensity.value;
4915                 }
4916         }
4917
4918         // lightmaps mode looks bad with dlights using actual texturing, so turn
4919         // off the colormap and glossmap, but leave the normalmap on as it still
4920         // accurately represents the shading involved
4921         if (gl_lightmaps.integer)
4922         {
4923                 t->basetexture = r_texture_grey128;
4924                 t->backgroundbasetexture = NULL;
4925                 t->specularscale = 0;
4926                 t->currentmaterialflags = MATERIALFLAG_WALL | (t->currentmaterialflags & (MATERIALFLAG_NOCULLFACE | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SHORTDEPTHRANGE));
4927         }
4928
4929         Vector4Set(t->lightmapcolor, ent->colormod[0], ent->colormod[1], ent->colormod[2], t->currentalpha);
4930         VectorClear(t->dlightcolor);
4931         t->currentnumlayers = 0;
4932         if (t->currentmaterialflags & MATERIALFLAG_WALL)
4933         {
4934                 int layerflags = 0;
4935                 int blendfunc1, blendfunc2, depthmask;
4936                 if (t->currentmaterialflags & MATERIALFLAG_ADD)
4937                 {
4938                         blendfunc1 = GL_SRC_ALPHA;
4939                         blendfunc2 = GL_ONE;
4940                 }
4941                 else if (t->currentmaterialflags & MATERIALFLAG_ALPHA)
4942                 {
4943                         blendfunc1 = GL_SRC_ALPHA;
4944                         blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
4945                 }
4946                 else if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
4947                 {
4948                         blendfunc1 = t->customblendfunc[0];
4949                         blendfunc2 = t->customblendfunc[1];
4950                 }
4951                 else
4952                 {
4953                         blendfunc1 = GL_ONE;
4954                         blendfunc2 = GL_ZERO;
4955                 }
4956                 depthmask = !(t->currentmaterialflags & MATERIALFLAG_BLENDED);
4957                 if (r_refdef.fogenabled && (t->currentmaterialflags & MATERIALFLAG_BLENDED))
4958                         layerflags |= TEXTURELAYERFLAG_FOGDARKEN;
4959                 if (t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
4960                 {
4961                         // fullbright is not affected by r_refdef.lightmapintensity
4962                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
4963                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4964                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4965                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4966                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4967                 }
4968                 else
4969                 {
4970                         vec3_t ambientcolor;
4971                         float colorscale;
4972                         // set the color tint used for lights affecting this surface
4973                         VectorSet(t->dlightcolor, ent->colormod[0] * t->lightmapcolor[3], ent->colormod[1] * t->lightmapcolor[3], ent->colormod[2] * t->lightmapcolor[3]);
4974                         colorscale = 2;
4975                         // q3bsp has no lightmap updates, so the lightstylevalue that
4976                         // would normally be baked into the lightmap must be
4977                         // applied to the color
4978                         // FIXME: r_glsl 1 rendering doesn't support overbright lightstyles with this (the default light style is not overbright)
4979                         if (ent->model->type == mod_brushq3)
4980                                 colorscale *= r_refdef.scene.rtlightstylevalue[0];
4981                         colorscale *= r_refdef.lightmapintensity;
4982                         VectorScale(t->lightmapcolor, r_refdef.scene.ambient * (1.0f / 64.0f), ambientcolor);
4983                         VectorScale(t->lightmapcolor, colorscale, t->lightmapcolor);
4984                         // basic lit geometry
4985                         R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->lightmapcolor[0], t->lightmapcolor[1], t->lightmapcolor[2], t->lightmapcolor[3]);
4986                         // add pants/shirt if needed
4987                         if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4988                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * t->lightmapcolor[0], ent->colormap_pantscolor[1] * t->lightmapcolor[1], ent->colormap_pantscolor[2]  * t->lightmapcolor[2], t->lightmapcolor[3]);
4989                         if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4990                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * t->lightmapcolor[0], ent->colormap_shirtcolor[1] * t->lightmapcolor[1], ent->colormap_shirtcolor[2] * t->lightmapcolor[2], t->lightmapcolor[3]);
4991                         // now add ambient passes if needed
4992                         if (VectorLength2(ambientcolor) >= (1.0f/1048576.0f))
4993                         {
4994                                 R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->basetexture, &t->currenttexmatrix, ambientcolor[0], ambientcolor[1], ambientcolor[2], t->lightmapcolor[3]);
4995                                 if (VectorLength2(ent->colormap_pantscolor) >= (1.0f / 1048576.0f) && t->currentskinframe->pants)
4996                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->pants, &t->currenttexmatrix, ent->colormap_pantscolor[0] * ambientcolor[0], ent->colormap_pantscolor[1] * ambientcolor[1], ent->colormap_pantscolor[2] * ambientcolor[2], t->lightmapcolor[3]);
4997                                 if (VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f) && t->currentskinframe->shirt)
4998                                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->shirt, &t->currenttexmatrix, ent->colormap_shirtcolor[0] * ambientcolor[0], ent->colormap_shirtcolor[1] * ambientcolor[1], ent->colormap_shirtcolor[2] * ambientcolor[2], t->lightmapcolor[3]);
4999                         }
5000                 }
5001                 if (t->currentskinframe->glow != NULL && !gl_lightmaps.integer)
5002                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_TEXTURE, t->currentskinframe->glow, &t->currenttexmatrix, r_hdr_glowintensity.value, r_hdr_glowintensity.value, r_hdr_glowintensity.value, t->lightmapcolor[3]);
5003                 if (r_refdef.fogenabled && !(t->currentmaterialflags & MATERIALFLAG_ADD))
5004                 {
5005                         // if this is opaque use alpha blend which will darken the earlier
5006                         // passes cheaply.
5007                         //
5008                         // if this is an alpha blended material, all the earlier passes
5009                         // were darkened by fog already, so we only need to add the fog
5010                         // color ontop through the fog mask texture
5011                         //
5012                         // if this is an additive blended material, all the earlier passes
5013                         // were darkened by fog already, and we should not add fog color
5014                         // (because the background was not darkened, there is no fog color
5015                         // that was lost behind it).
5016                         R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0] / r_refdef.view.colorscale, r_refdef.fogcolor[1] / r_refdef.view.colorscale, r_refdef.fogcolor[2] / r_refdef.view.colorscale, t->lightmapcolor[3]);
5017                 }
5018         }
5019
5020         return t->currentframe;
5021 }
5022
5023 rsurfacestate_t rsurface;
5024
5025 void R_Mesh_ResizeArrays(int newvertices)
5026 {
5027         float *base;
5028         if (rsurface.array_size >= newvertices)
5029                 return;
5030         if (rsurface.array_modelvertex3f)
5031                 Mem_Free(rsurface.array_modelvertex3f);
5032         rsurface.array_size = (newvertices + 1023) & ~1023;
5033         base = (float *)Mem_Alloc(r_main_mempool, rsurface.array_size * sizeof(float[33]));
5034         rsurface.array_modelvertex3f     = base + rsurface.array_size * 0;
5035         rsurface.array_modelsvector3f    = base + rsurface.array_size * 3;
5036         rsurface.array_modeltvector3f    = base + rsurface.array_size * 6;
5037         rsurface.array_modelnormal3f     = base + rsurface.array_size * 9;
5038         rsurface.array_deformedvertex3f  = base + rsurface.array_size * 12;
5039         rsurface.array_deformedsvector3f = base + rsurface.array_size * 15;
5040         rsurface.array_deformedtvector3f = base + rsurface.array_size * 18;
5041         rsurface.array_deformednormal3f  = base + rsurface.array_size * 21;
5042         rsurface.array_texcoord3f        = base + rsurface.array_size * 24;
5043         rsurface.array_color4f           = base + rsurface.array_size * 27;
5044         rsurface.array_generatedtexcoordtexture2f = base + rsurface.array_size * 31;
5045 }
5046
5047 void RSurf_ActiveWorldEntity(void)
5048 {
5049         dp_model_t *model = r_refdef.scene.worldmodel;
5050         //if (rsurface.entity == r_refdef.scene.worldentity)
5051         //      return;
5052         rsurface.entity = r_refdef.scene.worldentity;
5053         if (rsurface.array_size < model->surfmesh.num_vertices)
5054                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
5055         rsurface.matrix = identitymatrix;
5056         rsurface.inversematrix = identitymatrix;
5057         R_Mesh_Matrix(&identitymatrix);
5058         VectorCopy(r_refdef.view.origin, rsurface.modelorg);
5059         VectorSet(rsurface.modellight_ambient, 0, 0, 0);
5060         VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
5061         VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
5062         VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
5063         VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
5064         memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
5065         rsurface.frameblend[0].lerp = 1;
5066         rsurface.basepolygonfactor = r_refdef.polygonfactor;
5067         rsurface.basepolygonoffset = r_refdef.polygonoffset;
5068         rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
5069         rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
5070         rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
5071         rsurface.modelsvector3f = model->surfmesh.data_svector3f;
5072         rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
5073         rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
5074         rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
5075         rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
5076         rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
5077         rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
5078         rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
5079         rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
5080         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
5081         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
5082         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
5083         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
5084         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
5085         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
5086         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
5087         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
5088         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
5089         rsurface.modelelement3i = model->surfmesh.data_element3i;
5090         rsurface.modelelement3s = model->surfmesh.data_element3s;
5091         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
5092         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
5093         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
5094         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
5095         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
5096         rsurface.modelsurfaces = model->data_surfaces;
5097         rsurface.generatedvertex = false;
5098         rsurface.vertex3f  = rsurface.modelvertex3f;
5099         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5100         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5101         rsurface.svector3f = rsurface.modelsvector3f;
5102         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5103         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5104         rsurface.tvector3f = rsurface.modeltvector3f;
5105         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5106         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5107         rsurface.normal3f  = rsurface.modelnormal3f;
5108         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5109         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5110         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5111 }
5112
5113 void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, qboolean wanttangents)
5114 {
5115         dp_model_t *model = ent->model;
5116         //if (rsurface.entity == ent && (!model->surfmesh.isanimated || (!wantnormals && !wanttangents)))
5117         //      return;
5118         rsurface.entity = (entity_render_t *)ent;
5119         if (rsurface.array_size < model->surfmesh.num_vertices)
5120                 R_Mesh_ResizeArrays(model->surfmesh.num_vertices);
5121         rsurface.matrix = ent->matrix;
5122         rsurface.inversematrix = ent->inversematrix;
5123         R_Mesh_Matrix(&rsurface.matrix);
5124         Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg);
5125         rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0];
5126         rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1];
5127         rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2];
5128         rsurface.modellight_diffuse[0] = ent->modellight_diffuse[0] * ent->colormod[0];
5129         rsurface.modellight_diffuse[1] = ent->modellight_diffuse[1] * ent->colormod[1];
5130         rsurface.modellight_diffuse[2] = ent->modellight_diffuse[2] * ent->colormod[2];
5131         VectorCopy(ent->modellight_diffuse, rsurface.modellight_diffuse);
5132         VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
5133         VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
5134         VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
5135         memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
5136         rsurface.basepolygonfactor = r_refdef.polygonfactor;
5137         rsurface.basepolygonoffset = r_refdef.polygonoffset;
5138         if (ent->model->brush.submodel)
5139         {
5140                 rsurface.basepolygonfactor += r_polygonoffset_submodel_factor.value;
5141                 rsurface.basepolygonoffset += r_polygonoffset_submodel_offset.value;
5142         }
5143         if (model->surfmesh.isanimated && model->AnimateVertices && (rsurface.frameblend[0].lerp != 1 || rsurface.frameblend[0].subframe != 0))
5144         {
5145                 if (wanttangents)
5146                 {
5147                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5148                         rsurface.modelsvector3f = rsurface.array_modelsvector3f;
5149                         rsurface.modeltvector3f = rsurface.array_modeltvector3f;
5150                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5151                         model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f);
5152                 }
5153                 else if (wantnormals)
5154                 {
5155                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5156                         rsurface.modelsvector3f = NULL;
5157                         rsurface.modeltvector3f = NULL;
5158                         rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5159                         model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, rsurface.array_modelnormal3f, NULL, NULL);
5160                 }
5161                 else
5162                 {
5163                         rsurface.modelvertex3f = rsurface.array_modelvertex3f;
5164                         rsurface.modelsvector3f = NULL;
5165                         rsurface.modeltvector3f = NULL;
5166                         rsurface.modelnormal3f = NULL;
5167                         model->AnimateVertices(model, rsurface.frameblend, rsurface.array_modelvertex3f, NULL, NULL, NULL);
5168                 }
5169                 rsurface.modelvertex3f_bufferobject = 0;
5170                 rsurface.modelvertex3f_bufferoffset = 0;
5171                 rsurface.modelsvector3f_bufferobject = 0;
5172                 rsurface.modelsvector3f_bufferoffset = 0;
5173                 rsurface.modeltvector3f_bufferobject = 0;
5174                 rsurface.modeltvector3f_bufferoffset = 0;
5175                 rsurface.modelnormal3f_bufferobject = 0;
5176                 rsurface.modelnormal3f_bufferoffset = 0;
5177                 rsurface.generatedvertex = true;
5178         }
5179         else
5180         {
5181                 rsurface.modelvertex3f  = model->surfmesh.data_vertex3f;
5182                 rsurface.modelvertex3f_bufferobject = model->surfmesh.vbo;
5183                 rsurface.modelvertex3f_bufferoffset = model->surfmesh.vbooffset_vertex3f;
5184                 rsurface.modelsvector3f = model->surfmesh.data_svector3f;
5185                 rsurface.modelsvector3f_bufferobject = model->surfmesh.vbo;
5186                 rsurface.modelsvector3f_bufferoffset = model->surfmesh.vbooffset_svector3f;
5187                 rsurface.modeltvector3f = model->surfmesh.data_tvector3f;
5188                 rsurface.modeltvector3f_bufferobject = model->surfmesh.vbo;
5189                 rsurface.modeltvector3f_bufferoffset = model->surfmesh.vbooffset_tvector3f;
5190                 rsurface.modelnormal3f  = model->surfmesh.data_normal3f;
5191                 rsurface.modelnormal3f_bufferobject = model->surfmesh.vbo;
5192                 rsurface.modelnormal3f_bufferoffset = model->surfmesh.vbooffset_normal3f;
5193                 rsurface.generatedvertex = false;
5194         }
5195         rsurface.modellightmapcolor4f  = model->surfmesh.data_lightmapcolor4f;
5196         rsurface.modellightmapcolor4f_bufferobject = model->surfmesh.vbo;
5197         rsurface.modellightmapcolor4f_bufferoffset = model->surfmesh.vbooffset_lightmapcolor4f;
5198         rsurface.modeltexcoordtexture2f  = model->surfmesh.data_texcoordtexture2f;
5199         rsurface.modeltexcoordtexture2f_bufferobject = model->surfmesh.vbo;
5200         rsurface.modeltexcoordtexture2f_bufferoffset = model->surfmesh.vbooffset_texcoordtexture2f;
5201         rsurface.modeltexcoordlightmap2f  = model->surfmesh.data_texcoordlightmap2f;
5202         rsurface.modeltexcoordlightmap2f_bufferobject = model->surfmesh.vbo;
5203         rsurface.modeltexcoordlightmap2f_bufferoffset = model->surfmesh.vbooffset_texcoordlightmap2f;
5204         rsurface.modelelement3i = model->surfmesh.data_element3i;
5205         rsurface.modelelement3s = model->surfmesh.data_element3s;
5206         rsurface.modelelement3i_bufferobject = model->surfmesh.ebo3i;
5207         rsurface.modelelement3s_bufferobject = model->surfmesh.ebo3s;
5208         rsurface.modellightmapoffsets = model->surfmesh.data_lightmapoffsets;
5209         rsurface.modelnum_vertices = model->surfmesh.num_vertices;
5210         rsurface.modelnum_triangles = model->surfmesh.num_triangles;
5211         rsurface.modelsurfaces = model->data_surfaces;
5212         rsurface.vertex3f  = rsurface.modelvertex3f;
5213         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5214         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5215         rsurface.svector3f = rsurface.modelsvector3f;
5216         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5217         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5218         rsurface.tvector3f = rsurface.modeltvector3f;
5219         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5220         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5221         rsurface.normal3f  = rsurface.modelnormal3f;
5222         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5223         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5224         rsurface.texcoordtexture2f = rsurface.modeltexcoordtexture2f;
5225 }
5226
5227 static const int quadedges[6][2] = {{0, 1}, {0, 2}, {0, 3}, {1, 2}, {1, 3}, {2, 3}};
5228 void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generatetangents, int texturenumsurfaces, msurface_t **texturesurfacelist)
5229 {
5230         int deformindex;
5231         int texturesurfaceindex;
5232         int i, j;
5233         float amplitude;
5234         float animpos;
5235         float scale;
5236         const float *v1, *in_tc;
5237         float *out_tc;
5238         float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
5239         float waveparms[4];
5240         q3shaderinfo_deform_t *deform;
5241         // if vertices are dynamic (animated models), generate them into the temporary rsurface.array_model* arrays and point rsurface.model* at them instead of the static data from the model itself
5242         if (rsurface.generatedvertex)
5243         {
5244                 if (rsurface.texture->tcgen.tcgen == Q3TCGEN_ENVIRONMENT)
5245                         generatenormals = true;
5246                 for (i = 0;i < Q3MAXDEFORMS;i++)
5247                 {
5248                         if (rsurface.texture->deforms[i].deform == Q3DEFORM_AUTOSPRITE)
5249                         {
5250                                 generatetangents = true;
5251                                 generatenormals = true;
5252                         }
5253                         if (rsurface.texture->deforms[i].deform != Q3DEFORM_NONE)
5254                                 generatenormals = true;
5255                 }
5256                 if (generatenormals && !rsurface.modelnormal3f)
5257                 {
5258                         rsurface.normal3f = rsurface.modelnormal3f = rsurface.array_modelnormal3f;
5259                         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject = 0;
5260                         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset = 0;
5261                         Mod_BuildNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modelelement3i, rsurface.array_modelnormal3f, r_smoothnormals_areaweighting.integer);
5262                 }
5263                 if (generatetangents && !rsurface.modelsvector3f)
5264                 {
5265                         rsurface.svector3f = rsurface.modelsvector3f = rsurface.array_modelsvector3f;
5266                         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject = 0;
5267                         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset = 0;
5268                         rsurface.tvector3f = rsurface.modeltvector3f = rsurface.array_modeltvector3f;
5269                         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject = 0;
5270                         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset = 0;
5271                         Mod_BuildTextureVectorsFromNormals(0, rsurface.modelnum_vertices, rsurface.modelnum_triangles, rsurface.modelvertex3f, rsurface.modeltexcoordtexture2f, rsurface.modelnormal3f, rsurface.modelelement3i, rsurface.array_modelsvector3f, rsurface.array_modeltvector3f, r_smoothnormals_areaweighting.integer);
5272                 }
5273         }
5274         rsurface.vertex3f  = rsurface.modelvertex3f;
5275         rsurface.vertex3f_bufferobject = rsurface.modelvertex3f_bufferobject;
5276         rsurface.vertex3f_bufferoffset = rsurface.modelvertex3f_bufferoffset;
5277         rsurface.svector3f = rsurface.modelsvector3f;
5278         rsurface.svector3f_bufferobject = rsurface.modelsvector3f_bufferobject;
5279         rsurface.svector3f_bufferoffset = rsurface.modelsvector3f_bufferoffset;
5280         rsurface.tvector3f = rsurface.modeltvector3f;
5281         rsurface.tvector3f_bufferobject = rsurface.modeltvector3f_bufferobject;
5282         rsurface.tvector3f_bufferoffset = rsurface.modeltvector3f_bufferoffset;
5283         rsurface.normal3f  = rsurface.modelnormal3f;
5284         rsurface.normal3f_bufferobject = rsurface.modelnormal3f_bufferobject;
5285         rsurface.normal3f_bufferoffset = rsurface.modelnormal3f_bufferoffset;
5286         // if vertices are deformed (sprite flares and things in maps, possibly
5287         // water waves, bulges and other deformations), generate them into
5288         // rsurface.deform* arrays from whatever the rsurface.* arrays point to
5289         // (may be static model data or generated data for an animated model, or
5290         //  the previous deform pass)
5291         for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform;deformindex++, deform++)
5292         {
5293                 switch (deform->deform)
5294                 {
5295                 default:
5296                 case Q3DEFORM_PROJECTIONSHADOW:
5297                 case Q3DEFORM_TEXT0:
5298                 case Q3DEFORM_TEXT1:
5299                 case Q3DEFORM_TEXT2:
5300                 case Q3DEFORM_TEXT3:
5301                 case Q3DEFORM_TEXT4:
5302                 case Q3DEFORM_TEXT5:
5303                 case Q3DEFORM_TEXT6:
5304                 case Q3DEFORM_TEXT7:
5305                 case Q3DEFORM_NONE:
5306                         break;
5307                 case Q3DEFORM_AUTOSPRITE:
5308                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5309                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5310                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5311                         VectorNormalize(newforward);
5312                         VectorNormalize(newright);
5313                         VectorNormalize(newup);
5314                         // make deformed versions of only the model vertices used by the specified surfaces
5315                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5316                         {
5317                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5318                                 // a single autosprite surface can contain multiple sprites...
5319                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
5320                                 {
5321                                         VectorClear(center);
5322                                         for (i = 0;i < 4;i++)
5323                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5324                                         VectorScale(center, 0.25f, center);
5325                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, forward);
5326                                         VectorCopy((rsurface.svector3f + 3 * surface->num_firstvertex) + j*3, right);
5327                                         VectorCopy((rsurface.tvector3f + 3 * surface->num_firstvertex) + j*3, up);
5328                                         for (i = 0;i < 4;i++)
5329                                         {
5330                                                 VectorSubtract((rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i)*3, center, v);
5331                                                 VectorMAMAMAM(1, center, DotProduct(forward, v), newforward, DotProduct(right, v), newright, DotProduct(up, v), newup, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5332                                         }
5333                                 }
5334                                 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer);
5335                                 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
5336                         }
5337                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
5338                         rsurface.vertex3f_bufferobject = 0;
5339                         rsurface.vertex3f_bufferoffset = 0;
5340                         rsurface.svector3f = rsurface.array_deformedsvector3f;
5341                         rsurface.svector3f_bufferobject = 0;
5342                         rsurface.svector3f_bufferoffset = 0;
5343                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
5344                         rsurface.tvector3f_bufferobject = 0;
5345                         rsurface.tvector3f_bufferoffset = 0;
5346                         rsurface.normal3f = rsurface.array_deformednormal3f;
5347                         rsurface.normal3f_bufferobject = 0;
5348                         rsurface.normal3f_bufferoffset = 0;
5349                         break;
5350                 case Q3DEFORM_AUTOSPRITE2:
5351                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward);
5352                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright);
5353                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup);
5354                         VectorNormalize(newforward);
5355                         VectorNormalize(newright);
5356                         VectorNormalize(newup);
5357                         // make deformed versions of only the model vertices used by the specified surfaces
5358                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5359                         {
5360                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5361                                 const float *v1, *v2;
5362                                 vec3_t start, end;
5363                                 float f, l;
5364                                 struct
5365                                 {
5366                                         float length2;
5367                                         const float *v1;
5368                                         const float *v2;
5369                                 }
5370                                 shortest[2];
5371                                 memset(shortest, 0, sizeof(shortest));
5372                                 // a single autosprite surface can contain multiple sprites...
5373                                 for (j = 0;j < surface->num_vertices - 3;j += 4)
5374                                 {
5375                                         VectorClear(center);
5376                                         for (i = 0;i < 4;i++)
5377                                                 VectorAdd(center, (rsurface.vertex3f + 3 * surface->num_firstvertex) + (j+i) * 3, center);
5378                                         VectorScale(center, 0.25f, center);
5379                                         // find the two shortest edges, then use them to define the
5380                                         // axis vectors for rotating around the central axis
5381                                         for (i = 0;i < 6;i++)
5382                                         {
5383                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][0]);
5384                                                 v2 = rsurface.vertex3f + 3 * (surface->num_firstvertex + quadedges[i][1]);
5385 #if 0
5386                                                 Debug_PolygonBegin(NULL, 0);
5387                                                 Debug_PolygonVertex(v1[0], v1[1], v1[2], 0, 0, 1, 0, 0, 1);
5388                                                 Debug_PolygonVertex((v1[0] + v2[0]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, (v1[1] + v2[1]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1], (v1[2] + v2[2]) * 0.5f + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2], 0, 0, 1, 1, 0, 1);
5389                                                 Debug_PolygonVertex(v2[0], v2[1], v2[2], 0, 0, 1, 0, 0, 1);
5390                                                 Debug_PolygonEnd();
5391 #endif
5392                                                 l = VectorDistance2(v1, v2);
5393                                                 // this length bias tries to make sense of square polygons, assuming they are meant to be upright
5394                                                 if (v1[2] != v2[2])
5395                                                         l += (1.0f / 1024.0f);
5396                                                 if (shortest[0].length2 > l || i == 0)
5397                                                 {
5398                                                         shortest[1] = shortest[0];
5399                                                         shortest[0].length2 = l;
5400                                                         shortest[0].v1 = v1;
5401                                                         shortest[0].v2 = v2;
5402                                                 }
5403                                                 else if (shortest[1].length2 > l || i == 1)
5404                                                 {
5405                                                         shortest[1].length2 = l;
5406                                                         shortest[1].v1 = v1;
5407                                                         shortest[1].v2 = v2;
5408                                                 }
5409                                         }
5410                                         VectorLerp(shortest[0].v1, 0.5f, shortest[0].v2, start);
5411                                         VectorLerp(shortest[1].v1, 0.5f, shortest[1].v2, end);
5412 #if 0
5413                                         Debug_PolygonBegin(NULL, 0);
5414                                         Debug_PolygonVertex(start[0], start[1], start[2], 0, 0, 1, 1, 0, 1);
5415                                         Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 4, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 4, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 4, 0, 0, 0, 1, 0, 1);
5416                                         Debug_PolygonVertex(end[0], end[1], end[2], 0, 0, 0, 1, 1, 1);
5417                                         Debug_PolygonEnd();
5418 #endif
5419                                         // this calculates the right vector from the shortest edge
5420                                         // and the up vector from the edge midpoints
5421                                         VectorSubtract(shortest[0].v1, shortest[0].v2, right);
5422                                         VectorNormalize(right);
5423                                         VectorSubtract(end, start, up);
5424                                         VectorNormalize(up);
5425                                         // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector)
5426                                         //VectorSubtract(rsurface.modelorg, center, forward);
5427                                         Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward);
5428                                         VectorNegate(forward, forward);
5429                                         VectorReflect(forward, 0, up, forward);
5430                                         VectorNormalize(forward);
5431                                         CrossProduct(up, forward, newright);
5432                                         VectorNormalize(newright);
5433 #if 0
5434                                         Debug_PolygonBegin(NULL, 0);
5435                                         Debug_PolygonVertex(center[0] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+0] * 8, center[1] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+1] * 8, center[2] + rsurface.normal3f[3 * (surface->num_firstvertex + j)+2] * 8, 0, 0, 1, 0, 0, 1);
5436                                         Debug_PolygonVertex(center[0] + right[0] * 8, center[1] + right[1] * 8, center[2] + right[2] * 8, 0, 0, 0, 1, 0, 1);
5437                                         Debug_PolygonVertex(center[0] + up   [0] * 8, center[1] + up   [1] * 8, center[2] + up   [2] * 8, 0, 0, 0, 0, 1, 1);
5438                                         Debug_PolygonEnd();
5439 #endif
5440 #if 0
5441                                         Debug_PolygonBegin(NULL, 0);
5442                                         Debug_PolygonVertex(center[0] + forward [0] * 8, center[1] + forward [1] * 8, center[2] + forward [2] * 8, 0, 0, 1, 0, 0, 1);
5443                                         Debug_PolygonVertex(center[0] + newright[0] * 8, center[1] + newright[1] * 8, center[2] + newright[2] * 8, 0, 0, 0, 1, 0, 1);
5444                                         Debug_PolygonVertex(center[0] + up      [0] * 8, center[1] + up      [1] * 8, center[2] + up      [2] * 8, 0, 0, 0, 0, 1, 1);
5445                                         Debug_PolygonEnd();
5446 #endif
5447                                         // rotate the quad around the up axis vector, this is made
5448                                         // especially easy by the fact we know the quad is flat,
5449                                         // so we only have to subtract the center position and
5450                                         // measure distance along the right vector, and then
5451                                         // multiply that by the newright vector and add back the
5452                                         // center position
5453                                         // we also need to subtract the old position to undo the
5454                                         // displacement from the center, which we do with a
5455                                         // DotProduct, the subtraction/addition of center is also
5456                                         // optimized into DotProducts here
5457                                         l = DotProduct(right, center);
5458                                         for (i = 0;i < 4;i++)
5459                                         {
5460                                                 v1 = rsurface.vertex3f + 3 * (surface->num_firstvertex + j + i);
5461                                                 f = DotProduct(right, v1) - l;
5462                                                 VectorMAMAM(1, v1, -f, right, f, newright, rsurface.array_deformedvertex3f + (surface->num_firstvertex+i+j) * 3);
5463                                         }
5464                                 }
5465                                 Mod_BuildNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformednormal3f, r_smoothnormals_areaweighting.integer);
5466                                 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
5467                         }
5468                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
5469                         rsurface.vertex3f_bufferobject = 0;
5470                         rsurface.vertex3f_bufferoffset = 0;
5471                         rsurface.svector3f = rsurface.array_deformedsvector3f;
5472                         rsurface.svector3f_bufferobject = 0;
5473                         rsurface.svector3f_bufferoffset = 0;
5474                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
5475                         rsurface.tvector3f_bufferobject = 0;
5476                         rsurface.tvector3f_bufferoffset = 0;
5477                         rsurface.normal3f = rsurface.array_deformednormal3f;
5478                         rsurface.normal3f_bufferobject = 0;
5479                         rsurface.normal3f_bufferoffset = 0;
5480                         break;
5481                 case Q3DEFORM_NORMAL:
5482                         // deform the normals to make reflections wavey
5483                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5484                         {
5485                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5486                                 for (j = 0;j < surface->num_vertices;j++)
5487                                 {
5488                                         float vertex[3];
5489                                         float *normal = (rsurface.array_deformednormal3f  + 3 * surface->num_firstvertex) + j*3;
5490                                         VectorScale((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, 0.98f, vertex);
5491                                         VectorCopy((rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, normal);
5492                                         normal[0] += deform->parms[0] * noise4f(      vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5493                                         normal[1] += deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5494                                         normal[2] += deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]);
5495                                         VectorNormalize(normal);
5496                                 }
5497                                 Mod_BuildTextureVectorsFromNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface.vertex3f, rsurface.modeltexcoordtexture2f, rsurface.array_deformednormal3f, rsurface.modelelement3i + surface->num_firsttriangle * 3, rsurface.array_deformedsvector3f, rsurface.array_deformedtvector3f, r_smoothnormals_areaweighting.integer);
5498                         }
5499                         rsurface.svector3f = rsurface.array_deformedsvector3f;
5500                         rsurface.svector3f_bufferobject = 0;
5501                         rsurface.svector3f_bufferoffset = 0;
5502                         rsurface.tvector3f = rsurface.array_deformedtvector3f;
5503                         rsurface.tvector3f_bufferobject = 0;
5504                         rsurface.tvector3f_bufferoffset = 0;
5505                         rsurface.normal3f = rsurface.array_deformednormal3f;
5506                         rsurface.normal3f_bufferobject = 0;
5507                         rsurface.normal3f_bufferoffset = 0;
5508                         break;
5509                 case Q3DEFORM_WAVE:
5510                         // deform vertex array to make wavey water and flags and such
5511                         waveparms[0] = deform->waveparms[0];
5512                         waveparms[1] = deform->waveparms[1];
5513                         waveparms[2] = deform->waveparms[2];
5514                         waveparms[3] = deform->waveparms[3];
5515                         // this is how a divisor of vertex influence on deformation
5516                         animpos = deform->parms[0] ? 1.0f / deform->parms[0] : 100.0f;
5517                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5518                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5519                         {
5520                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5521                                 for (j = 0;j < surface->num_vertices;j++)
5522                                 {
5523                                         float *vertex = (rsurface.array_deformedvertex3f  + 3 * surface->num_firstvertex) + j*3;
5524                                         VectorCopy((rsurface.vertex3f  + 3 * surface->num_firstvertex) + j*3, vertex);
5525                                         // if the wavefunc depends on time, evaluate it per-vertex
5526                                         if (waveparms[3])
5527                                         {
5528                                                 waveparms[2] = deform->waveparms[2] + (vertex[0] + vertex[1] + vertex[2]) * animpos;
5529                                                 scale = R_EvaluateQ3WaveFunc(deform->wavefunc, waveparms);
5530                                         }
5531                                         VectorMA(vertex, scale, (rsurface.normal3f  + 3 * surface->num_firstvertex) + j*3, vertex);
5532                                 }
5533                         }
5534                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
5535                         rsurface.vertex3f_bufferobject = 0;
5536                         rsurface.vertex3f_bufferoffset = 0;
5537                         break;
5538                 case Q3DEFORM_BULGE:
5539                         // deform vertex array to make the surface have moving bulges
5540                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5541                         {
5542                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5543                                 for (j = 0;j < surface->num_vertices;j++)
5544                                 {
5545                                         scale = sin((rsurface.modeltexcoordtexture2f[2 * (surface->num_firstvertex + j)] * deform->parms[0] + r_refdef.scene.time * deform->parms[2])) * deform->parms[1];
5546                                         VectorMA(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), scale, rsurface.normal3f + 3 * (surface->num_firstvertex + j), rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5547                                 }
5548                         }
5549                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
5550                         rsurface.vertex3f_bufferobject = 0;
5551                         rsurface.vertex3f_bufferoffset = 0;
5552                         break;
5553                 case Q3DEFORM_MOVE:
5554                         // deform vertex array
5555                         scale = R_EvaluateQ3WaveFunc(deform->wavefunc, deform->waveparms);
5556                         VectorScale(deform->parms, scale, waveparms);
5557                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5558                         {
5559                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5560                                 for (j = 0;j < surface->num_vertices;j++)
5561                                         VectorAdd(rsurface.vertex3f + 3 * (surface->num_firstvertex + j), waveparms, rsurface.array_deformedvertex3f + 3 * (surface->num_firstvertex + j));
5562                         }
5563                         rsurface.vertex3f = rsurface.array_deformedvertex3f;
5564                         rsurface.vertex3f_bufferobject = 0;
5565                         rsurface.vertex3f_bufferoffset = 0;
5566                         break;
5567                 }
5568         }
5569         // generate texcoords based on the chosen texcoord source
5570         switch(rsurface.texture->tcgen.tcgen)
5571         {
5572         default:
5573         case Q3TCGEN_TEXTURE:
5574                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordtexture2f;
5575                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordtexture2f_bufferobject;
5576                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordtexture2f_bufferoffset;
5577                 break;
5578         case Q3TCGEN_LIGHTMAP:
5579                 rsurface.texcoordtexture2f               = rsurface.modeltexcoordlightmap2f;
5580                 rsurface.texcoordtexture2f_bufferobject  = rsurface.modeltexcoordlightmap2f_bufferobject;
5581                 rsurface.texcoordtexture2f_bufferoffset  = rsurface.modeltexcoordlightmap2f_bufferoffset;
5582                 break;
5583         case Q3TCGEN_VECTOR:
5584                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5585                 {
5586                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5587                         for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, out_tc += 2)
5588                         {
5589                                 out_tc[0] = DotProduct(v1, rsurface.texture->tcgen.parms);
5590                                 out_tc[1] = DotProduct(v1, rsurface.texture->tcgen.parms + 3);
5591                         }
5592                 }
5593                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
5594                 rsurface.texcoordtexture2f_bufferobject  = 0;
5595                 rsurface.texcoordtexture2f_bufferoffset  = 0;
5596                 break;
5597         case Q3TCGEN_ENVIRONMENT:
5598                 // make environment reflections using a spheremap
5599                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5600                 {
5601                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5602                         const float *vertex = rsurface.modelvertex3f + 3 * surface->num_firstvertex;
5603                         const float *normal = rsurface.modelnormal3f + 3 * surface->num_firstvertex;
5604                         float *out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;
5605                         for (j = 0;j < surface->num_vertices;j++, vertex += 3, normal += 3, out_tc += 2)
5606                         {
5607                                 // identical to Q3A's method, but executed in worldspace so
5608                                 // carried models can be shiny too
5609
5610                                 float viewer[3], d, reflected[3], worldreflected[3];
5611
5612                                 VectorSubtract(rsurface.modelorg, vertex, viewer);
5613                                 // VectorNormalize(viewer);
5614
5615                                 d = DotProduct(normal, viewer);
5616
5617                                 reflected[0] = normal[0]*2*d - viewer[0];
5618                                 reflected[1] = normal[1]*2*d - viewer[1];
5619                                 reflected[2] = normal[2]*2*d - viewer[2];
5620                                 // note: this is proportinal to viewer, so we can normalize later
5621
5622                                 Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
5623                                 VectorNormalize(worldreflected);
5624
5625                                 // note: this sphere map only uses world x and z!
5626                                 // so positive and negative y will LOOK THE SAME.
5627                                 out_tc[0] = 0.5 + 0.5 * worldreflected[1];
5628                                 out_tc[1] = 0.5 - 0.5 * worldreflected[2];
5629                         }
5630                 }
5631                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
5632                 rsurface.texcoordtexture2f_bufferobject  = 0;
5633                 rsurface.texcoordtexture2f_bufferoffset  = 0;
5634                 break;
5635         }
5636         // the only tcmod that needs software vertex processing is turbulent, so
5637         // check for it here and apply the changes if needed
5638         // and we only support that as the first one
5639         // (handling a mixture of turbulent and other tcmods would be problematic
5640         //  without punting it entirely to a software path)
5641         if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
5642         {
5643                 amplitude = rsurface.texture->tcmods[0].parms[1];
5644                 animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3];
5645                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5646                 {
5647                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5648                         for (j = 0, v1 = rsurface.modelvertex3f + 3 * surface->num_firstvertex, in_tc = rsurface.texcoordtexture2f + 2 * surface->num_firstvertex, out_tc = rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex;j < surface->num_vertices;j++, v1 += 3, in_tc += 2, out_tc += 2)
5649                         {
5650                                 out_tc[0] = in_tc[0] + amplitude * sin(((v1[0] + v1[2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5651                                 out_tc[1] = in_tc[1] + amplitude * sin(((v1[1]        ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
5652                         }
5653                 }
5654                 rsurface.texcoordtexture2f               = rsurface.array_generatedtexcoordtexture2f;
5655                 rsurface.texcoordtexture2f_bufferobject  = 0;
5656                 rsurface.texcoordtexture2f_bufferoffset  = 0;
5657         }
5658         rsurface.texcoordlightmap2f              = rsurface.modeltexcoordlightmap2f;
5659         rsurface.texcoordlightmap2f_bufferobject = rsurface.modeltexcoordlightmap2f_bufferobject;
5660         rsurface.texcoordlightmap2f_bufferoffset = rsurface.modeltexcoordlightmap2f_bufferoffset;
5661         R_Mesh_VertexPointer(rsurface.vertex3f, rsurface.vertex3f_bufferobject, rsurface.vertex3f_bufferoffset);
5662 }
5663
5664 void RSurf_DrawBatch_Simple(int texturenumsurfaces, msurface_t **texturesurfacelist)
5665 {
5666         int i, j;
5667         const msurface_t *surface = texturesurfacelist[0];
5668         const msurface_t *surface2;
5669         int firstvertex;
5670         int endvertex;
5671         int numvertices;
5672         int numtriangles;
5673         // TODO: lock all array ranges before render, rather than on each surface
5674         if (texturenumsurfaces == 1)
5675         {
5676                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5677                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5678         }
5679         else if (r_batchmode.integer == 2)
5680         {
5681                 #define MAXBATCHTRIANGLES 4096
5682                 int batchtriangles = 0;
5683                 int batchelements[MAXBATCHTRIANGLES*3];
5684                 for (i = 0;i < texturenumsurfaces;i = j)
5685                 {
5686                         surface = texturesurfacelist[i];
5687                         j = i + 1;
5688                         if (surface->num_triangles > MAXBATCHTRIANGLES)
5689                         {
5690                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5691                                 continue;
5692                         }
5693                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5694                         batchtriangles = surface->num_triangles;
5695                         firstvertex = surface->num_firstvertex;
5696                         endvertex = surface->num_firstvertex + surface->num_vertices;
5697                         for (;j < texturenumsurfaces;j++)
5698                         {
5699                                 surface2 = texturesurfacelist[j];
5700                                 if (batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5701                                         break;
5702                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5703                                 batchtriangles += surface2->num_triangles;
5704                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
5705                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5706                         }
5707                         surface2 = texturesurfacelist[j-1];
5708                         numvertices = endvertex - firstvertex;
5709                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
5710                 }
5711         }
5712         else if (r_batchmode.integer == 1)
5713         {
5714                 for (i = 0;i < texturenumsurfaces;i = j)
5715                 {
5716                         surface = texturesurfacelist[i];
5717                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5718                                 if (texturesurfacelist[j] != surface2)
5719                                         break;
5720                         surface2 = texturesurfacelist[j-1];
5721                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5722                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5723                         GL_LockArrays(surface->num_firstvertex, numvertices);
5724                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5725                 }
5726         }
5727         else
5728         {
5729                 for (i = 0;i < texturenumsurfaces;i++)
5730                 {
5731                         surface = texturesurfacelist[i];
5732                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5733                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5734                 }
5735         }
5736 }
5737
5738 static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
5739 {
5740         int i, planeindex, vertexindex;
5741         float d, bestd;
5742         vec3_t vert;
5743         const float *v;
5744         r_waterstate_waterplane_t *p, *bestp;
5745         msurface_t *surface;
5746         if (r_waterstate.renderingscene)
5747                 return;
5748         for (i = 0;i < texturenumsurfaces;i++)
5749         {
5750                 surface = texturesurfacelist[i];
5751                 if (lightmaptexunit >= 0)
5752                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5753                 if (deluxemaptexunit >= 0)
5754                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5755                 // pick the closest matching water plane
5756                 bestd = 0;
5757                 bestp = NULL;
5758                 for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
5759                 {
5760                         d = 0;
5761                         for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
5762                         {
5763                                 Matrix4x4_Transform(&rsurface.matrix, v, vert);
5764                                 d += fabs(PlaneDiff(vert, &p->plane));
5765                         }
5766                         if (bestd > d || !bestp)
5767                         {
5768                                 bestd = d;
5769                                 bestp = p;
5770                         }
5771                 }
5772                 if (bestp)
5773                 {
5774                         if (refractiontexunit >= 0)
5775                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
5776                         if (reflectiontexunit >= 0)
5777                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
5778                 }
5779                 else
5780                 {
5781                         if (refractiontexunit >= 0)
5782                                 R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
5783                         if (reflectiontexunit >= 0)
5784                                 R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
5785                 }
5786                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5787                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5788         }
5789 }
5790
5791 static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
5792 {
5793         int i;
5794         int j;
5795         const msurface_t *surface = texturesurfacelist[0];
5796         const msurface_t *surface2;
5797         int firstvertex;
5798         int endvertex;
5799         int numvertices;
5800         int numtriangles;
5801         // TODO: lock all array ranges before render, rather than on each surface
5802         if (texturenumsurfaces == 1)
5803         {
5804                 R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5805                 if (deluxemaptexunit >= 0)
5806                         R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5807                 GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5808                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5809         }
5810         else if (r_batchmode.integer == 2)
5811         {
5812                 #define MAXBATCHTRIANGLES 4096
5813                 int batchtriangles = 0;
5814                 int batchelements[MAXBATCHTRIANGLES*3];
5815                 for (i = 0;i < texturenumsurfaces;i = j)
5816                 {
5817                         surface = texturesurfacelist[i];
5818                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5819                         if (deluxemaptexunit >= 0)
5820                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5821                         j = i + 1;
5822                         if (surface->num_triangles > MAXBATCHTRIANGLES)
5823                         {
5824                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5825                                 continue;
5826                         }
5827                         memcpy(batchelements, rsurface.modelelement3i + 3 * surface->num_firsttriangle, surface->num_triangles * sizeof(int[3]));
5828                         batchtriangles = surface->num_triangles;
5829                         firstvertex = surface->num_firstvertex;
5830                         endvertex = surface->num_firstvertex + surface->num_vertices;
5831                         for (;j < texturenumsurfaces;j++)
5832                         {
5833                                 surface2 = texturesurfacelist[j];
5834                                 if (surface2->lightmaptexture != surface->lightmaptexture || batchtriangles + surface2->num_triangles > MAXBATCHTRIANGLES)
5835                                         break;
5836                                 memcpy(batchelements + batchtriangles * 3, rsurface.modelelement3i + 3 * surface2->num_firsttriangle, surface2->num_triangles * sizeof(int[3]));
5837                                 batchtriangles += surface2->num_triangles;
5838                                 firstvertex = min(firstvertex, surface2->num_firstvertex);
5839                                 endvertex = max(endvertex, surface2->num_firstvertex + surface2->num_vertices);
5840                         }
5841                         surface2 = texturesurfacelist[j-1];
5842                         numvertices = endvertex - firstvertex;
5843                         R_Mesh_Draw(firstvertex, numvertices, 0, batchtriangles, batchelements, NULL, 0, 0);
5844                 }
5845         }
5846         else if (r_batchmode.integer == 1)
5847         {
5848 #if 0
5849                 Con_Printf("%s batch sizes ignoring lightmap:", rsurface.texture->name);
5850                 for (i = 0;i < texturenumsurfaces;i = j)
5851                 {
5852                         surface = texturesurfacelist[i];
5853                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5854                                 if (texturesurfacelist[j] != surface2)
5855                                         break;
5856                         Con_Printf(" %i", j - i);
5857                 }
5858                 Con_Printf("\n");
5859                 Con_Printf("%s batch sizes honoring lightmap:", rsurface.texture->name);
5860 #endif
5861                 for (i = 0;i < texturenumsurfaces;i = j)
5862                 {
5863                         surface = texturesurfacelist[i];
5864                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5865                         if (deluxemaptexunit >= 0)
5866                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5867                         for (j = i + 1, surface2 = surface + 1;j < texturenumsurfaces;j++, surface2++)
5868                                 if (texturesurfacelist[j] != surface2 || texturesurfacelist[j]->lightmaptexture != surface->lightmaptexture)
5869                                         break;
5870 #if 0
5871                         Con_Printf(" %i", j - i);
5872 #endif
5873                         surface2 = texturesurfacelist[j-1];
5874                         numvertices = surface2->num_firstvertex + surface2->num_vertices - surface->num_firstvertex;
5875                         numtriangles = surface2->num_firsttriangle + surface2->num_triangles - surface->num_firsttriangle;
5876                         GL_LockArrays(surface->num_firstvertex, numvertices);
5877                         R_Mesh_Draw(surface->num_firstvertex, numvertices, surface->num_firsttriangle, numtriangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5878                 }
5879 #if 0
5880                 Con_Printf("\n");
5881 #endif
5882         }
5883         else
5884         {
5885                 for (i = 0;i < texturenumsurfaces;i++)
5886                 {
5887                         surface = texturesurfacelist[i];
5888                         R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
5889                         if (deluxemaptexunit >= 0)
5890                                 R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
5891                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5892                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5893                 }
5894         }
5895 }
5896
5897 static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
5898 {
5899         int j;
5900         int texturesurfaceindex;
5901         if (r_showsurfaces.integer == 2)
5902         {
5903                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5904                 {
5905                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5906                         for (j = 0;j < surface->num_triangles;j++)
5907                         {
5908                                 float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale;
5909                                 GL_Color(f, f, f, 1);
5910                                 R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle + j, 1, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5911                         }
5912                 }
5913         }
5914         else
5915         {
5916                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5917                 {
5918                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5919                         int k = (int)(((size_t)surface) / sizeof(msurface_t));
5920                         GL_Color((k & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, 1);
5921                         GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
5922                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
5923                 }
5924         }
5925 }
5926
5927 static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(int texturenumsurfaces, msurface_t **texturesurfacelist)
5928 {
5929         int texturesurfaceindex;
5930         int i;
5931         float *v, *c2;
5932         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5933         {
5934                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5935                 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
5936                 {
5937                         c2[0] = 0.5;
5938                         c2[1] = 0.5;
5939                         c2[2] = 0.5;
5940                         c2[3] = 1;
5941                 }
5942         }
5943         rsurface.lightmapcolor4f = rsurface.array_color4f;
5944         rsurface.lightmapcolor4f_bufferobject = 0;
5945         rsurface.lightmapcolor4f_bufferoffset = 0;
5946 }
5947
5948 static void RSurf_DrawBatch_GL11_ApplyFog(int texturenumsurfaces, msurface_t **texturesurfacelist)
5949 {
5950         int texturesurfaceindex;
5951         int i;
5952         float f;
5953         float *v, *c, *c2;
5954         if (rsurface.lightmapcolor4f)
5955         {
5956                 // generate color arrays for the surfaces in this list
5957                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5958                 {
5959                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5960                         for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
5961                         {
5962                                 f = FogPoint_Model(v);
5963                                 c2[0] = c[0] * f;
5964                                 c2[1] = c[1] * f;
5965                                 c2[2] = c[2] * f;
5966                                 c2[3] = c[3];
5967                         }
5968                 }
5969         }
5970         else
5971         {
5972                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
5973                 {
5974                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
5975                         for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c2 += 4)
5976                         {
5977                                 f = FogPoint_Model(v);
5978                                 c2[0] = f;
5979                                 c2[1] = f;
5980                                 c2[2] = f;
5981                                 c2[3] = 1;
5982                         }
5983                 }
5984         }
5985         rsurface.lightmapcolor4f = rsurface.array_color4f;
5986         rsurface.lightmapcolor4f_bufferobject = 0;
5987         rsurface.lightmapcolor4f_bufferoffset = 0;
5988 }
5989
5990 static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(int texturenumsurfaces, msurface_t **texturesurfacelist)
5991 {
5992         int texturesurfaceindex;
5993         int i;
5994         float f;
5995         float *v, *c, *c2;
5996         if (!rsurface.lightmapcolor4f)
5997                 return;
5998         // generate color arrays for the surfaces in this list
5999         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6000         {
6001                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6002                 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4, c2 += 4)
6003                 {
6004                         f = FogPoint_Model(v);
6005                         c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f);
6006                         c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f);
6007                         c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f);
6008                         c2[3] = c[3];
6009                 }
6010         }
6011         rsurface.lightmapcolor4f = rsurface.array_color4f;
6012         rsurface.lightmapcolor4f_bufferobject = 0;
6013         rsurface.lightmapcolor4f_bufferoffset = 0;
6014 }
6015
6016 static void RSurf_DrawBatch_GL11_ApplyColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a)
6017 {
6018         int texturesurfaceindex;
6019         int i;
6020         float *c, *c2;
6021         if (!rsurface.lightmapcolor4f)
6022                 return;
6023         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6024         {
6025                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6026                 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
6027                 {
6028                         c2[0] = c[0] * r;
6029                         c2[1] = c[1] * g;
6030                         c2[2] = c[2] * b;
6031                         c2[3] = c[3] * a;
6032                 }
6033         }
6034         rsurface.lightmapcolor4f = rsurface.array_color4f;
6035         rsurface.lightmapcolor4f_bufferobject = 0;
6036         rsurface.lightmapcolor4f_bufferoffset = 0;
6037 }
6038
6039 static void RSurf_DrawBatch_GL11_ApplyAmbient(int texturenumsurfaces, msurface_t **texturesurfacelist)
6040 {
6041         int texturesurfaceindex;
6042         int i;
6043         float *c, *c2;
6044         if (!rsurface.lightmapcolor4f)
6045                 return;
6046         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6047         {
6048                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6049                 for (i = 0, c = (rsurface.lightmapcolor4f + 4 * surface->num_firstvertex), c2 = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, c += 4, c2 += 4)
6050                 {
6051                         c2[0] = c[0] + r_refdef.scene.ambient / 128.0;
6052                         c2[1] = c[1] + r_refdef.scene.ambient / 128.0;
6053                         c2[2] = c[2] + r_refdef.scene.ambient / 128.0;
6054                         c2[3] = c[3];
6055                 }
6056         }
6057         rsurface.lightmapcolor4f = rsurface.array_color4f;
6058         rsurface.lightmapcolor4f_bufferobject = 0;
6059         rsurface.lightmapcolor4f_bufferoffset = 0;
6060 }
6061
6062 static void RSurf_DrawBatch_GL11_Lightmap(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6063 {
6064         // TODO: optimize
6065         rsurface.lightmapcolor4f = NULL;
6066         rsurface.lightmapcolor4f_bufferobject = 0;
6067         rsurface.lightmapcolor4f_bufferoffset = 0;
6068         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6069         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6070         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6071         GL_Color(r, g, b, a);
6072         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 0, -1);
6073 }
6074
6075 static void RSurf_DrawBatch_GL11_Unlit(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6076 {
6077         // TODO: optimize applyfog && applycolor case
6078         // just apply fog if necessary, and tint the fog color array if necessary
6079         rsurface.lightmapcolor4f = NULL;
6080         rsurface.lightmapcolor4f_bufferobject = 0;
6081         rsurface.lightmapcolor4f_bufferoffset = 0;
6082         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6083         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6084         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6085         GL_Color(r, g, b, a);
6086         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6087 }
6088
6089 static void RSurf_DrawBatch_GL11_VertexColor(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6090 {
6091         int texturesurfaceindex;
6092         int i;
6093         float *c;
6094         // TODO: optimize
6095         if (texturesurfacelist[0]->lightmapinfo)
6096         {
6097                 // generate color arrays for the surfaces in this list
6098                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6099                 {
6100                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6101                         for (i = 0, c = rsurface.array_color4f + 4 * surface->num_firstvertex;i < surface->num_vertices;i++, c += 4)
6102                         {
6103                                 if (surface->lightmapinfo->samples)
6104                                 {
6105                                         const unsigned char *lm = surface->lightmapinfo->samples + (rsurface.modellightmapoffsets + surface->num_firstvertex)[i];
6106                                         float scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[0]] * (1.0f / 32768.0f);
6107                                         VectorScale(lm, scale, c);
6108                                         if (surface->lightmapinfo->styles[1] != 255)
6109                                         {
6110                                                 int size3 = ((surface->lightmapinfo->extents[0]>>4)+1)*((surface->lightmapinfo->extents[1]>>4)+1)*3;
6111                                                 lm += size3;
6112                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[1]] * (1.0f / 32768.0f);
6113                                                 VectorMA(c, scale, lm, c);
6114                                                 if (surface->lightmapinfo->styles[2] != 255)
6115                                                 {
6116                                                         lm += size3;
6117                                                         scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[2]] * (1.0f / 32768.0f);
6118                                                         VectorMA(c, scale, lm, c);
6119                                                         if (surface->lightmapinfo->styles[3] != 255)
6120                                                         {
6121                                                                 lm += size3;
6122                                                                 scale = r_refdef.scene.lightstylevalue[surface->lightmapinfo->styles[3]] * (1.0f / 32768.0f);
6123                                                                 VectorMA(c, scale, lm, c);
6124                                                         }
6125                                                 }
6126                                         }
6127                                 }
6128                                 else
6129                                         VectorClear(c);
6130                                 c[3] = 1;
6131                         }
6132                 }
6133                 rsurface.lightmapcolor4f = rsurface.array_color4f;
6134                 rsurface.lightmapcolor4f_bufferobject = 0;
6135                 rsurface.lightmapcolor4f_bufferoffset = 0;
6136         }
6137         else
6138         {
6139                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
6140                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
6141                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
6142         }
6143         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6144         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6145         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6146         GL_Color(r, g, b, a);
6147         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6148 }
6149
6150 static void RSurf_DrawBatch_GL11_ApplyVertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float *r, float *g, float *b, float *a, qboolean *applycolor)
6151 {
6152         int texturesurfaceindex;
6153         int i;
6154         float f;
6155         float *v, *c, *c2, alpha;
6156         vec3_t ambientcolor;
6157         vec3_t diffusecolor;
6158         vec3_t lightdir;
6159         // TODO: optimize
6160         // model lighting
6161         VectorCopy(rsurface.modellight_lightdir, lightdir);
6162         f = 0.5f * r_refdef.lightmapintensity;
6163         ambientcolor[0] = rsurface.modellight_ambient[0] * *r * f;
6164         ambientcolor[1] = rsurface.modellight_ambient[1] * *g * f;
6165         ambientcolor[2] = rsurface.modellight_ambient[2] * *b * f;
6166         diffusecolor[0] = rsurface.modellight_diffuse[0] * *r * f;
6167         diffusecolor[1] = rsurface.modellight_diffuse[1] * *g * f;
6168         diffusecolor[2] = rsurface.modellight_diffuse[2] * *b * f;
6169         alpha = *a;
6170         if (VectorLength2(diffusecolor) > 0 && rsurface.normal3f)
6171         {
6172                 // generate color arrays for the surfaces in this list
6173                 for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6174                 {
6175                         const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6176                         int numverts = surface->num_vertices;
6177                         v = rsurface.vertex3f + 3 * surface->num_firstvertex;
6178                         c2 = rsurface.normal3f + 3 * surface->num_firstvertex;
6179                         c = rsurface.array_color4f + 4 * surface->num_firstvertex;
6180                         // q3-style directional shading
6181                         for (i = 0;i < numverts;i++, v += 3, c2 += 3, c += 4)
6182                         {
6183                                 if ((f = DotProduct(c2, lightdir)) > 0)
6184                                         VectorMA(ambientcolor, f, diffusecolor, c);
6185                                 else
6186                                         VectorCopy(ambientcolor, c);
6187                                 c[3] = alpha;
6188                         }
6189                 }
6190                 *r = 1;
6191                 *g = 1;
6192                 *b = 1;
6193                 *a = 1;
6194                 rsurface.lightmapcolor4f = rsurface.array_color4f;
6195                 rsurface.lightmapcolor4f_bufferobject = 0;
6196                 rsurface.lightmapcolor4f_bufferoffset = 0;
6197                 *applycolor = false;
6198         }
6199         else
6200         {
6201                 *r = ambientcolor[0];
6202                 *g = ambientcolor[1];
6203                 *b = ambientcolor[2];
6204                 rsurface.lightmapcolor4f = NULL;
6205                 rsurface.lightmapcolor4f_bufferobject = 0;
6206                 rsurface.lightmapcolor4f_bufferoffset = 0;
6207         }
6208 }
6209
6210 static void RSurf_DrawBatch_GL11_VertexShade(int texturenumsurfaces, msurface_t **texturesurfacelist, float r, float g, float b, float a, qboolean applycolor, qboolean applyfog)
6211 {
6212         RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &r, &g, &b, &a, &applycolor);
6213         if (applyfog)   RSurf_DrawBatch_GL11_ApplyFog(texturenumsurfaces, texturesurfacelist);
6214         if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, r, g, b, a);
6215         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6216         GL_Color(r, g, b, a);
6217         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6218 }
6219
6220 void RSurf_SetupDepthAndCulling(void)
6221 {
6222         // submodels are biased to avoid z-fighting with world surfaces that they
6223         // may be exactly overlapping (avoids z-fighting artifacts on certain
6224         // doors and things in Quake maps)
6225         GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
6226         GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset);
6227         GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
6228         GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back);
6229 }
6230
6231 static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **texturesurfacelist)
6232 {
6233         // transparent sky would be ridiculous
6234         if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
6235                 return;
6236         R_SetupGenericShader(false);
6237         if (skyrendernow)
6238         {
6239                 skyrendernow = false;
6240                 // we have to force off the water clipping plane while rendering sky
6241                 R_SetupView(false);
6242                 R_Sky();
6243                 R_SetupView(true);
6244                 // restore entity matrix
6245                 R_Mesh_Matrix(&rsurface.matrix);
6246         }
6247         RSurf_SetupDepthAndCulling();
6248         GL_DepthMask(true);
6249         // LordHavoc: HalfLife maps have freaky skypolys so don't use
6250         // skymasking on them, and Quake3 never did sky masking (unlike
6251         // software Quake and software Quake2), so disable the sky masking
6252         // in Quake3 maps as it causes problems with q3map2 sky tricks,
6253         // and skymasking also looks very bad when noclipping outside the
6254         // level, so don't use it then either.
6255         if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis)
6256         {
6257                 GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1);
6258                 R_Mesh_ColorPointer(NULL, 0, 0);
6259                 R_Mesh_ResetTextureState();
6260                 if (skyrendermasked)
6261                 {
6262                         R_SetupDepthOrShadowShader();
6263                         // depth-only (masking)
6264                         GL_ColorMask(0,0,0,0);
6265                         // just to make sure that braindead drivers don't draw
6266                         // anything despite that colormask...
6267                         GL_BlendFunc(GL_ZERO, GL_ONE);
6268                 }
6269                 else
6270                 {
6271                         R_SetupGenericShader(false);
6272                         // fog sky
6273                         GL_BlendFunc(GL_ONE, GL_ZERO);
6274                 }
6275                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6276                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6277                 if (skyrendermasked)
6278                         GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
6279         }
6280         R_Mesh_ResetTextureState();
6281         GL_Color(1, 1, 1, 1);
6282 }
6283
6284 static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6285 {
6286         if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)))
6287                 return;
6288
6289         R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix);
6290         R_Mesh_TexMatrix(1, &rsurface.texture->currentbackgroundtexmatrix);
6291         R_Mesh_TexBind(GL20TU_NORMAL, R_GetTexture(rsurface.texture->currentskinframe->nmap));
6292         R_Mesh_TexBind(GL20TU_COLOR, R_GetTexture(rsurface.texture->basetexture));
6293         R_Mesh_TexBind(GL20TU_GLOSS, R_GetTexture(rsurface.texture->glosstexture));
6294         R_Mesh_TexBind(GL20TU_GLOW, R_GetTexture(rsurface.texture->currentskinframe->glow));
6295         if (rsurface.texture->backgroundcurrentskinframe)
6296         {
6297                 R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->nmap));
6298                 R_Mesh_TexBind(GL20TU_SECONDARY_COLOR, R_GetTexture(rsurface.texture->backgroundbasetexture));
6299                 R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS, R_GetTexture(rsurface.texture->backgroundglosstexture));
6300                 R_Mesh_TexBind(GL20TU_SECONDARY_GLOW, R_GetTexture(rsurface.texture->backgroundcurrentskinframe->glow));
6301         }
6302         if(rsurface.texture->colormapping)
6303         {
6304                 R_Mesh_TexBind(GL20TU_PANTS, R_GetTexture(rsurface.texture->currentskinframe->pants));
6305                 R_Mesh_TexBind(GL20TU_SHIRT, R_GetTexture(rsurface.texture->currentskinframe->shirt));
6306         }
6307         R_Mesh_TexBind(GL20TU_FOGMASK, R_GetTexture(r_texture_fogattenuation));
6308         if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6309                 R_Mesh_ColorPointer(NULL, 0, 0);
6310         else
6311                 R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6312
6313         if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
6314         {
6315                 // render background
6316                 GL_BlendFunc(GL_ONE, GL_ZERO);
6317                 GL_DepthMask(true);
6318                 GL_AlphaTest(false);
6319
6320                 GL_Color(1, 1, 1, 1);
6321                 R_Mesh_ColorPointer(NULL, 0, 0);
6322
6323                 R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
6324                 if (r_glsl_permutation)
6325                 {
6326                         RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
6327                         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6328                         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6329                         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6330                         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6331                         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6332                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
6333                 }
6334                 GL_LockArrays(0, 0);
6335
6336                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6337                 GL_DepthMask(false);
6338                 if ((rsurface.uselightmaptexture || (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND))
6339                         R_Mesh_ColorPointer(NULL, 0, 0);
6340                 else
6341                         R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset);
6342                 R_Mesh_TexBind(GL20TU_REFRACTION, R_GetTexture(r_texture_white)); // changed per surface
6343                 R_Mesh_TexBind(GL20TU_REFLECTION, R_GetTexture(r_texture_white)); // changed per surface
6344         }
6345
6346         R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
6347         if (!r_glsl_permutation)
6348                 return;
6349
6350         RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
6351         R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
6352         R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
6353         R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
6354         R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset);
6355         R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset);
6356
6357         if (r_glsl_permutation->loc_Texture_Refraction >= 0)
6358         {
6359                 GL_BlendFunc(GL_ONE, GL_ZERO);
6360                 GL_DepthMask(true);
6361                 GL_AlphaTest(false);
6362         }
6363         else
6364         {
6365                 GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
6366                 GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
6367                 GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
6368         }
6369
6370         if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
6371         {
6372                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6373                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
6374                 else
6375                         RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, GL20TU_LIGHTMAP, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? GL20TU_DELUXEMAP : -1);
6376         }
6377         else
6378         {
6379                 if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0)
6380                         RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? GL20TU_REFRACTION : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? GL20TU_REFLECTION : -1);
6381                 else
6382                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6383         }
6384         GL_LockArrays(0, 0);
6385 }
6386
6387 static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6388 {
6389         // OpenGL 1.3 path - anything not completely ancient
6390         int texturesurfaceindex;
6391         qboolean applycolor;
6392         qboolean applyfog;
6393         rmeshstate_t m;
6394         int layerindex;
6395         const texturelayer_t *layer;
6396         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6397
6398         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6399         {
6400                 vec4_t layercolor;
6401                 int layertexrgbscale;
6402                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6403                 {
6404                         if (layerindex == 0)
6405                                 GL_AlphaTest(true);
6406                         else
6407                         {
6408                                 GL_AlphaTest(false);
6409                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6410                         }
6411                 }
6412                 GL_DepthMask(layer->depthmask && writedepth);
6413                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6414                 if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2)
6415                 {
6416                         layertexrgbscale = 4;
6417                         VectorScale(layer->color, 0.25f, layercolor);
6418                 }
6419                 else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1)
6420                 {
6421                         layertexrgbscale = 2;
6422                         VectorScale(layer->color, 0.5f, layercolor);
6423                 }
6424                 else
6425                 {
6426                         layertexrgbscale = 1;
6427                         VectorScale(layer->color, 1.0f, layercolor);
6428                 }
6429                 layercolor[3] = layer->color[3];
6430                 applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1;
6431                 R_Mesh_ColorPointer(NULL, 0, 0);
6432                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6433                 switch (layer->type)
6434                 {
6435                 case TEXTURELAYERTYPE_LITTEXTURE:
6436                         memset(&m, 0, sizeof(m));
6437                         m.tex[0] = R_GetTexture(r_texture_white);
6438                         m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6439                         m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6440                         m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6441                         m.tex[1] = R_GetTexture(layer->texture);
6442                         m.texmatrix[1] = layer->texmatrix;
6443                         m.texrgbscale[1] = layertexrgbscale;
6444                         m.pointer_texcoord[1] = rsurface.texcoordtexture2f;
6445                         m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
6446                         m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
6447                         R_Mesh_TextureState(&m);
6448                         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6449                                 RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6450                         else if (rsurface.uselightmaptexture)
6451                                 RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6452                         else
6453                                 RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6454                         break;
6455                 case TEXTURELAYERTYPE_TEXTURE:
6456                         memset(&m, 0, sizeof(m));
6457                         m.tex[0] = R_GetTexture(layer->texture);
6458                         m.texmatrix[0] = layer->texmatrix;
6459                         m.texrgbscale[0] = layertexrgbscale;
6460                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6461                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6462                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6463                         R_Mesh_TextureState(&m);
6464                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
6465                         break;
6466                 case TEXTURELAYERTYPE_FOG:
6467                         memset(&m, 0, sizeof(m));
6468                         m.texrgbscale[0] = layertexrgbscale;
6469                         if (layer->texture)
6470                         {
6471                                 m.tex[0] = R_GetTexture(layer->texture);
6472                                 m.texmatrix[0] = layer->texmatrix;
6473                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6474                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6475                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6476                         }
6477                         R_Mesh_TextureState(&m);
6478                         // generate a color array for the fog pass
6479                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6480                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6481                         {
6482                                 int i;
6483                                 float f, *v, *c;
6484                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6485                                 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
6486                                 {
6487                                         f = 1 - FogPoint_Model(v);
6488                                         c[0] = layercolor[0];
6489                                         c[1] = layercolor[1];
6490                                         c[2] = layercolor[2];
6491                                         c[3] = f * layercolor[3];
6492                                 }
6493                         }
6494                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6495                         break;
6496                 default:
6497                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6498                 }
6499                 GL_LockArrays(0, 0);
6500         }
6501         CHECKGLERROR
6502         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6503         {
6504                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6505                 GL_AlphaTest(false);
6506         }
6507 }
6508
6509 static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6510 {
6511         // OpenGL 1.1 - crusty old voodoo path
6512         int texturesurfaceindex;
6513         qboolean applyfog;
6514         rmeshstate_t m;
6515         int layerindex;
6516         const texturelayer_t *layer;
6517         RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6518
6519         for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
6520         {
6521                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6522                 {
6523                         if (layerindex == 0)
6524                                 GL_AlphaTest(true);
6525                         else
6526                         {
6527                                 GL_AlphaTest(false);
6528                                 qglDepthFunc(GL_EQUAL);CHECKGLERROR
6529                         }
6530                 }
6531                 GL_DepthMask(layer->depthmask && writedepth);
6532                 GL_BlendFunc(layer->blendfunc1, layer->blendfunc2);
6533                 R_Mesh_ColorPointer(NULL, 0, 0);
6534                 applyfog = (layer->flags & TEXTURELAYERFLAG_FOGDARKEN) != 0;
6535                 switch (layer->type)
6536                 {
6537                 case TEXTURELAYERTYPE_LITTEXTURE:
6538                         if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO)
6539                         {
6540                                 // two-pass lit texture with 2x rgbscale
6541                                 // first the lightmap pass
6542                                 memset(&m, 0, sizeof(m));
6543                                 m.tex[0] = R_GetTexture(r_texture_white);
6544                                 m.pointer_texcoord[0] = rsurface.modeltexcoordlightmap2f;
6545                                 m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
6546                                 m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
6547                                 R_Mesh_TextureState(&m);
6548                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6549                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6550                                 else if (rsurface.uselightmaptexture)
6551                                         RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6552                                 else
6553                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
6554                                 GL_LockArrays(0, 0);
6555                                 // then apply the texture to it
6556                                 GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
6557                                 memset(&m, 0, sizeof(m));
6558                                 m.tex[0] = R_GetTexture(layer->texture);
6559                                 m.texmatrix[0] = layer->texmatrix;
6560                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6561                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6562                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6563                                 R_Mesh_TextureState(&m);
6564                                 RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false);
6565                         }
6566                         else
6567                         {
6568                                 // single pass vertex-lighting-only texture with 1x rgbscale and transparency support
6569                                 memset(&m, 0, sizeof(m));
6570                                 m.tex[0] = R_GetTexture(layer->texture);
6571                                 m.texmatrix[0] = layer->texmatrix;
6572                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6573                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6574                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6575                                 R_Mesh_TextureState(&m);
6576                                 if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6577                                         RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
6578                                 else
6579                                         RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
6580                         }
6581                         break;
6582                 case TEXTURELAYERTYPE_TEXTURE:
6583                         // singletexture unlit texture with transparency support
6584                         memset(&m, 0, sizeof(m));
6585                         m.tex[0] = R_GetTexture(layer->texture);
6586                         m.texmatrix[0] = layer->texmatrix;
6587                         m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6588                         m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6589                         m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6590                         R_Mesh_TextureState(&m);
6591                         RSurf_DrawBatch_GL11_Unlit(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
6592                         break;
6593                 case TEXTURELAYERTYPE_FOG:
6594                         // singletexture fogging
6595                         R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
6596                         if (layer->texture)
6597                         {
6598                                 memset(&m, 0, sizeof(m));
6599                                 m.tex[0] = R_GetTexture(layer->texture);
6600                                 m.texmatrix[0] = layer->texmatrix;
6601                                 m.pointer_texcoord[0] = rsurface.texcoordtexture2f;
6602                                 m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
6603                                 m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
6604                                 R_Mesh_TextureState(&m);
6605                         }
6606                         else
6607                                 R_Mesh_ResetTextureState();
6608                         // generate a color array for the fog pass
6609                         for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
6610                         {
6611                                 int i;
6612                                 float f, *v, *c;
6613                                 const msurface_t *surface = texturesurfacelist[texturesurfaceindex];
6614                                 for (i = 0, v = (rsurface.vertex3f + 3 * surface->num_firstvertex), c = (rsurface.array_color4f + 4 * surface->num_firstvertex);i < surface->num_vertices;i++, v += 3, c += 4)
6615                                 {
6616                                         f = 1 - FogPoint_Model(v);
6617                                         c[0] = layer->color[0];
6618                                         c[1] = layer->color[1];
6619                                         c[2] = layer->color[2];
6620                                         c[3] = f * layer->color[3];
6621                                 }
6622                         }
6623                         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6624                         break;
6625                 default:
6626                         Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type);
6627                 }
6628                 GL_LockArrays(0, 0);
6629         }
6630         CHECKGLERROR
6631         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6632         {
6633                 qglDepthFunc(GL_LEQUAL);CHECKGLERROR
6634                 GL_AlphaTest(false);
6635         }
6636 }
6637
6638 static void R_DrawTextureSurfaceList_ShowSurfaces3(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6639 {
6640         float c[4];
6641
6642         GL_AlphaTest(false);
6643         R_Mesh_ColorPointer(NULL, 0, 0);
6644         R_Mesh_ResetTextureState();
6645         R_SetupGenericShader(false);
6646
6647         if(rsurface.texture && rsurface.texture->currentskinframe)
6648                 memcpy(c, rsurface.texture->currentskinframe->avgcolor, sizeof(c));
6649         else
6650         {
6651                 c[0] = 1;
6652                 c[1] = 0;
6653                 c[2] = 1;
6654                 c[3] = 1;
6655         }
6656
6657         if (rsurface.texture->currentskinframe->pants || rsurface.texture->currentskinframe->shirt)
6658         {
6659                 c[0] = 0.5 * (rsurface.colormap_pantscolor[0] * 0.3 + rsurface.colormap_shirtcolor[0] * 0.7);
6660                 c[1] = 0.5 * (rsurface.colormap_pantscolor[1] * 0.3 + rsurface.colormap_shirtcolor[1] * 0.7);
6661                 c[2] = 0.5 * (rsurface.colormap_pantscolor[2] * 0.3 + rsurface.colormap_shirtcolor[2] * 0.7);
6662         }
6663
6664         // brighten it up (as texture value 127 means "unlit")
6665         c[0] *= 2 * r_refdef.view.colorscale;
6666         c[1] *= 2 * r_refdef.view.colorscale;
6667         c[2] *= 2 * r_refdef.view.colorscale;
6668
6669         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)
6670                 c[3] *= r_wateralpha.value;
6671
6672         if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHA && c[3] != 1)
6673         {
6674                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
6675                 GL_DepthMask(false);
6676         }
6677         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)
6678         {
6679                 GL_BlendFunc(GL_ONE, GL_ONE);
6680                 GL_DepthMask(false);
6681         }
6682         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
6683         {
6684                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // can't do alpha test without texture, so let's blend instead
6685                 GL_DepthMask(false);
6686         }
6687         else if(rsurface.texture->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND)
6688         {
6689                 GL_BlendFunc(rsurface.texture->customblendfunc[0], rsurface.texture->customblendfunc[1]);
6690                 GL_DepthMask(false);
6691         }
6692         else
6693         {
6694                 GL_BlendFunc(GL_ONE, GL_ZERO);
6695                 GL_DepthMask(writedepth);
6696         }
6697
6698         rsurface.lightmapcolor4f = NULL;
6699
6700         if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
6701         {
6702                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6703
6704                 rsurface.lightmapcolor4f = NULL;
6705                 rsurface.lightmapcolor4f_bufferobject = 0;
6706                 rsurface.lightmapcolor4f_bufferoffset = 0;
6707         }
6708         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
6709         {
6710                 qboolean applycolor = true;
6711                 float one = 1.0;
6712
6713                 RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
6714
6715                 r_refdef.lightmapintensity = 1;
6716                 RSurf_DrawBatch_GL11_ApplyVertexShade(texturenumsurfaces, texturesurfacelist, &one, &one, &one, &one, &applycolor);
6717                 r_refdef.lightmapintensity = 0; // we're in showsurfaces, after all
6718         }
6719         else
6720         {
6721                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6722
6723                 rsurface.lightmapcolor4f = rsurface.modellightmapcolor4f;
6724                 rsurface.lightmapcolor4f_bufferobject = rsurface.modellightmapcolor4f_bufferobject;
6725                 rsurface.lightmapcolor4f_bufferoffset = rsurface.modellightmapcolor4f_bufferoffset;
6726         }
6727
6728         if(!rsurface.lightmapcolor4f)
6729                 RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(texturenumsurfaces, texturesurfacelist);
6730
6731         RSurf_DrawBatch_GL11_ApplyAmbient(texturenumsurfaces, texturesurfacelist);
6732         RSurf_DrawBatch_GL11_ApplyColor(texturenumsurfaces, texturesurfacelist, c[0], c[1], c[2], c[3]);
6733         if(r_refdef.fogenabled)
6734                 RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(texturenumsurfaces, texturesurfacelist);
6735
6736         R_Mesh_ColorPointer(rsurface.lightmapcolor4f, rsurface.lightmapcolor4f_bufferobject, rsurface.lightmapcolor4f_bufferoffset);
6737         RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6738 }
6739
6740 static void R_DrawWorldTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6741 {
6742         CHECKGLERROR
6743         RSurf_SetupDepthAndCulling();
6744         if (r_showsurfaces.integer == 3)
6745                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
6746         else if (r_glsl.integer && gl_support_fragment_shader)
6747                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
6748         else if (gl_combine.integer && r_textureunits.integer >= 2)
6749                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
6750         else
6751                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
6752         CHECKGLERROR
6753 }
6754
6755 static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth)
6756 {
6757         CHECKGLERROR
6758         RSurf_SetupDepthAndCulling();
6759         if (r_showsurfaces.integer == 3)
6760                 R_DrawTextureSurfaceList_ShowSurfaces3(texturenumsurfaces, texturesurfacelist, writedepth);
6761         else if (r_glsl.integer && gl_support_fragment_shader)
6762                 R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth);
6763         else if (gl_combine.integer && r_textureunits.integer >= 2)
6764                 R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth);
6765         else
6766                 R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth);
6767         CHECKGLERROR
6768 }
6769
6770 static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
6771 {
6772         int i, j;
6773         int texturenumsurfaces, endsurface;
6774         texture_t *texture;
6775         msurface_t *surface;
6776         msurface_t *texturesurfacelist[1024];
6777
6778         // if the model is static it doesn't matter what value we give for
6779         // wantnormals and wanttangents, so this logic uses only rules applicable
6780         // to a model, knowing that they are meaningless otherwise
6781         if (ent == r_refdef.scene.worldentity)
6782                 RSurf_ActiveWorldEntity();
6783         else if ((ent->effects & EF_FULLBRIGHT) || (r_showsurfaces.integer && r_showsurfaces.integer != 3) || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
6784                 RSurf_ActiveModelEntity(ent, false, false);
6785         else
6786                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader);
6787
6788         for (i = 0;i < numsurfaces;i = j)
6789         {
6790                 j = i + 1;
6791                 surface = rsurface.modelsurfaces + surfacelist[i];
6792                 texture = surface->texture;
6793                 rsurface.texture = R_GetCurrentTexture(texture);
6794                 rsurface.uselightmaptexture = surface->lightmaptexture != NULL;
6795                 // scan ahead until we find a different texture
6796                 endsurface = min(i + 1024, numsurfaces);
6797                 texturenumsurfaces = 0;
6798                 texturesurfacelist[texturenumsurfaces++] = surface;
6799                 for (;j < endsurface;j++)
6800                 {
6801                         surface = rsurface.modelsurfaces + surfacelist[j];
6802                         if (texture != surface->texture || rsurface.uselightmaptexture != (surface->lightmaptexture != NULL))
6803                                 break;
6804                         texturesurfacelist[texturenumsurfaces++] = surface;
6805                 }
6806                 // render the range of surfaces
6807                 if (ent == r_refdef.scene.worldentity)
6808                         R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
6809                 else
6810                         R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, false);
6811         }
6812         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
6813         GL_AlphaTest(false);
6814 }
6815
6816 static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
6817 {
6818         const entity_render_t *queueentity = r_refdef.scene.worldentity;
6819         CHECKGLERROR
6820         if (depthonly)
6821         {
6822                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
6823                         return;
6824                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
6825                         return;
6826                 RSurf_SetupDepthAndCulling();
6827                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6828                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6829         }
6830         else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
6831         {
6832                 RSurf_SetupDepthAndCulling();
6833                 GL_AlphaTest(false);
6834                 R_Mesh_ColorPointer(NULL, 0, 0);
6835                 R_Mesh_ResetTextureState();
6836                 R_SetupGenericShader(false);
6837                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6838                 GL_DepthMask(true);
6839                 GL_BlendFunc(GL_ONE, GL_ZERO);
6840                 GL_Color(0, 0, 0, 1);
6841                 GL_DepthTest(writedepth);
6842                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6843         }
6844         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
6845         {
6846                 RSurf_SetupDepthAndCulling();
6847                 GL_AlphaTest(false);
6848                 R_Mesh_ColorPointer(NULL, 0, 0);
6849                 R_Mesh_ResetTextureState();
6850                 R_SetupGenericShader(false);
6851                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6852                 GL_DepthMask(true);
6853                 GL_BlendFunc(GL_ONE, GL_ZERO);
6854                 GL_DepthTest(true);
6855                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
6856         }
6857         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
6858                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
6859         else if (!rsurface.texture->currentnumlayers)
6860                 return;
6861         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
6862         {
6863                 // transparent surfaces get pushed off into the transparent queue
6864                 int surfacelistindex;
6865                 const msurface_t *surface;
6866                 vec3_t tempcenter, center;
6867                 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
6868                 {
6869                         surface = texturesurfacelist[surfacelistindex];
6870                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
6871                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
6872                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
6873                         Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
6874                         R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
6875                 }
6876         }
6877         else
6878         {
6879                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
6880                 R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
6881         }
6882         CHECKGLERROR
6883 }
6884
6885 void R_QueueWorldSurfaceList(int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
6886 {
6887         int i, j;
6888         texture_t *texture;
6889         // break the surface list down into batches by texture and use of lightmapping
6890         for (i = 0;i < numsurfaces;i = j)
6891         {
6892                 j = i + 1;
6893                 // texture is the base texture pointer, rsurface.texture is the
6894                 // current frame/skin the texture is directing us to use (for example
6895                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
6896                 // use skin 1 instead)
6897                 texture = surfacelist[i]->texture;
6898                 rsurface.texture = R_GetCurrentTexture(texture);
6899                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
6900                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
6901                 {
6902                         // if this texture is not the kind we want, skip ahead to the next one
6903                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
6904                                 ;
6905                         continue;
6906                 }
6907                 // simply scan ahead until we find a different texture or lightmap state
6908                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
6909                         ;
6910                 // render the range of surfaces
6911                 R_ProcessWorldTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly);
6912         }
6913 }
6914
6915 static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity)
6916 {
6917         CHECKGLERROR
6918         if (depthonly)
6919         {
6920                 if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
6921                         return;
6922                 if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
6923                         return;
6924                 RSurf_SetupDepthAndCulling();
6925                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6926                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6927         }
6928         else if (r_showsurfaces.integer && !r_refdef.view.showdebug)
6929         {
6930                 RSurf_SetupDepthAndCulling();
6931                 GL_AlphaTest(false);
6932                 R_Mesh_ColorPointer(NULL, 0, 0);
6933                 R_Mesh_ResetTextureState();
6934                 R_SetupGenericShader(false);
6935                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6936                 GL_DepthMask(true);
6937                 GL_BlendFunc(GL_ONE, GL_ZERO);
6938                 GL_Color(0, 0, 0, 1);
6939                 GL_DepthTest(writedepth);
6940                 RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
6941         }
6942         else if (r_showsurfaces.integer && r_showsurfaces.integer != 3)
6943         {
6944                 RSurf_SetupDepthAndCulling();
6945                 GL_AlphaTest(false);
6946                 R_Mesh_ColorPointer(NULL, 0, 0);
6947                 R_Mesh_ResetTextureState();
6948                 R_SetupGenericShader(false);
6949                 RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist);
6950                 GL_DepthMask(true);
6951                 GL_BlendFunc(GL_ONE, GL_ZERO);
6952                 GL_DepthTest(true);
6953                 RSurf_DrawBatch_ShowSurfaces(texturenumsurfaces, texturesurfacelist);
6954         }
6955         else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY)
6956                 R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist);
6957         else if (!rsurface.texture->currentnumlayers)
6958                 return;
6959         else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity)
6960         {
6961                 // transparent surfaces get pushed off into the transparent queue
6962                 int surfacelistindex;
6963                 const msurface_t *surface;
6964                 vec3_t tempcenter, center;
6965                 for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++)
6966                 {
6967                         surface = texturesurfacelist[surfacelistindex];
6968                         tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f;
6969                         tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
6970                         tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
6971                         Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
6972                         R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
6973                 }
6974         }
6975         else
6976         {
6977                 // the alphatest check is to make sure we write depth for anything we skipped on the depth-only pass earlier
6978                 R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST));
6979         }
6980         CHECKGLERROR
6981 }
6982
6983 void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
6984 {
6985         int i, j;
6986         texture_t *texture;
6987         // break the surface list down into batches by texture and use of lightmapping
6988         for (i = 0;i < numsurfaces;i = j)
6989         {
6990                 j = i + 1;
6991                 // texture is the base texture pointer, rsurface.texture is the
6992                 // current frame/skin the texture is directing us to use (for example
6993                 // if a model has 2 skins and it is on skin 1, then skin 0 tells us to
6994                 // use skin 1 instead)
6995                 texture = surfacelist[i]->texture;
6996                 rsurface.texture = R_GetCurrentTexture(texture);
6997                 rsurface.uselightmaptexture = surfacelist[i]->lightmaptexture != NULL;
6998                 if (!(rsurface.texture->currentmaterialflags & flagsmask) || (rsurface.texture->currentmaterialflags & MATERIALFLAG_NODRAW))
6999                 {
7000                         // if this texture is not the kind we want, skip ahead to the next one
7001                         for (;j < numsurfaces && texture == surfacelist[j]->texture;j++)
7002                                 ;
7003                         continue;
7004                 }
7005                 // simply scan ahead until we find a different texture or lightmap state
7006                 for (;j < numsurfaces && texture == surfacelist[j]->texture && rsurface.uselightmaptexture == (surfacelist[j]->lightmaptexture != NULL);j++)
7007                         ;
7008                 // render the range of surfaces
7009                 R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent);
7010         }
7011 }
7012
7013 float locboxvertex3f[6*4*3] =
7014 {
7015         1,0,1, 1,0,0, 1,1,0, 1,1,1,
7016         0,1,1, 0,1,0, 0,0,0, 0,0,1,
7017         1,1,1, 1,1,0, 0,1,0, 0,1,1,
7018         0,0,1, 0,0,0, 1,0,0, 1,0,1,
7019         0,0,1, 1,0,1, 1,1,1, 0,1,1,
7020         1,0,0, 0,0,0, 0,1,0, 1,1,0
7021 };
7022
7023 unsigned short locboxelements[6*2*3] =
7024 {
7025          0, 1, 2, 0, 2, 3,
7026          4, 5, 6, 4, 6, 7,
7027          8, 9,10, 8,10,11,
7028         12,13,14, 12,14,15,
7029         16,17,18, 16,18,19,
7030         20,21,22, 20,22,23
7031 };
7032
7033 void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist)
7034 {
7035         int i, j;
7036         cl_locnode_t *loc = (cl_locnode_t *)ent;
7037         vec3_t mins, size;
7038         float vertex3f[6*4*3];
7039         CHECKGLERROR
7040         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7041         GL_DepthMask(false);
7042         GL_DepthRange(0, 1);
7043         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7044         GL_DepthTest(true);
7045         GL_CullFace(GL_NONE);
7046         R_Mesh_Matrix(&identitymatrix);
7047
7048         R_Mesh_VertexPointer(vertex3f, 0, 0);
7049         R_Mesh_ColorPointer(NULL, 0, 0);
7050         R_Mesh_ResetTextureState();
7051         R_SetupGenericShader(false);
7052
7053         i = surfacelist[0];
7054         GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7055                          ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7056                          ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale,
7057                         surfacelist[0] < 0 ? 0.5f : 0.125f);
7058
7059         if (VectorCompare(loc->mins, loc->maxs))
7060         {
7061                 VectorSet(size, 2, 2, 2);
7062                 VectorMA(loc->mins, -0.5f, size, mins);
7063         }
7064         else
7065         {
7066                 VectorCopy(loc->mins, mins);
7067                 VectorSubtract(loc->maxs, loc->mins, size);
7068         }
7069
7070         for (i = 0;i < 6*4*3;)
7071                 for (j = 0;j < 3;j++, i++)
7072                         vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
7073
7074         R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, locboxelements, 0, 0);
7075 }
7076
7077 void R_DrawLocs(void)
7078 {
7079         int index;
7080         cl_locnode_t *loc, *nearestloc;
7081         vec3_t center;
7082         nearestloc = CL_Locs_FindNearest(cl.movement_origin);
7083         for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++)
7084         {
7085                 VectorLerp(loc->mins, 0.5f, loc->maxs, center);
7086                 R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL);
7087         }
7088 }
7089
7090 void R_DrawDebugModel(entity_render_t *ent)
7091 {
7092         int i, j, k, l, flagsmask;
7093         const int *elements;
7094         q3mbrush_t *brush;
7095         msurface_t *surface;
7096         dp_model_t *model = ent->model;
7097         vec3_t v;
7098
7099         flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
7100
7101         R_Mesh_ColorPointer(NULL, 0, 0);
7102         R_Mesh_ResetTextureState();
7103         R_SetupGenericShader(false);
7104         GL_DepthRange(0, 1);
7105         GL_DepthTest(!r_showdisabledepthtest.integer);
7106         GL_DepthMask(false);
7107         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7108
7109         if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
7110         {
7111                 GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
7112                 for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
7113                 {
7114                         if (brush->colbrushf && brush->colbrushf->numtriangles)
7115                         {
7116                                 R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
7117                                 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
7118                                 R_Mesh_Draw(0, brush->colbrushf->numpoints, 0, brush->colbrushf->numtriangles, brush->colbrushf->elements, NULL, 0, 0);
7119                         }
7120                 }
7121                 for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
7122                 {
7123                         if (surface->num_collisiontriangles)
7124                         {
7125                                 R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
7126                                 GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value);
7127                                 R_Mesh_Draw(0, surface->num_collisionvertices, 0, surface->num_collisiontriangles, surface->data_collisionelement3i, NULL, 0, 0);
7128                         }
7129                 }
7130         }
7131
7132         GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
7133
7134         if (r_showtris.integer || r_shownormals.integer)
7135         {
7136                 if (r_showdisabledepthtest.integer)
7137                 {
7138                         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
7139                         GL_DepthMask(false);
7140                 }
7141                 else
7142                 {
7143                         GL_BlendFunc(GL_ONE, GL_ZERO);
7144                         GL_DepthMask(true);
7145                 }
7146                 for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
7147                 {
7148                         if (ent == r_refdef.scene.worldentity && !r_refdef.viewcache.world_surfacevisible[j])
7149                                 continue;
7150                         rsurface.texture = R_GetCurrentTexture(surface->texture);
7151                         if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
7152                         {
7153                                 RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
7154                                 if (r_showtris.value > 0)
7155                                 {
7156                                         if (!rsurface.texture->currentlayers->depthmask)
7157                                                 GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value);
7158                                         else if (ent == r_refdef.scene.worldentity)
7159                                                 GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value);
7160                                         else
7161                                                 GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value);
7162                                         elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
7163                                         R_Mesh_VertexPointer(rsurface.vertex3f, 0, 0);
7164                                         R_Mesh_ColorPointer(NULL, 0, 0);
7165                                         R_Mesh_TexCoordPointer(0, 0, NULL, 0, 0);
7166                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
7167                                         //R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, ent->model->surfmesh.data_element3i, NULL, 0, 0);
7168                                         R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_firsttriangle, surface->num_triangles, rsurface.modelelement3i, rsurface.modelelement3s, rsurface.modelelement3i_bufferobject, rsurface.modelelement3s_bufferobject);
7169                                         qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
7170                                         CHECKGLERROR
7171                                 }
7172                                 if (r_shownormals.value < 0)
7173                                 {
7174                                         qglBegin(GL_LINES);
7175                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7176                                         {
7177                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
7178                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
7179                                                 qglVertex3f(v[0], v[1], v[2]);
7180                                                 VectorMA(v, -r_shownormals.value, rsurface.svector3f + l * 3, v);
7181                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7182                                                 qglVertex3f(v[0], v[1], v[2]);
7183                                         }
7184                                         qglEnd();
7185                                         CHECKGLERROR
7186                                 }
7187                                 if (r_shownormals.value > 0)
7188                                 {
7189                                         qglBegin(GL_LINES);
7190                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7191                                         {
7192                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
7193                                                 GL_Color(r_refdef.view.colorscale, 0, 0, 1);
7194                                                 qglVertex3f(v[0], v[1], v[2]);
7195                                                 VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v);
7196                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7197                                                 qglVertex3f(v[0], v[1], v[2]);
7198                                         }
7199                                         qglEnd();
7200                                         CHECKGLERROR
7201                                         qglBegin(GL_LINES);
7202                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7203                                         {
7204                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
7205                                                 GL_Color(0, r_refdef.view.colorscale, 0, 1);
7206                                                 qglVertex3f(v[0], v[1], v[2]);
7207                                                 VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v);
7208                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7209                                                 qglVertex3f(v[0], v[1], v[2]);
7210                                         }
7211                                         qglEnd();
7212                                         CHECKGLERROR
7213                                         qglBegin(GL_LINES);
7214                                         for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
7215                                         {
7216                                                 VectorCopy(rsurface.vertex3f + l * 3, v);
7217                                                 GL_Color(0, 0, r_refdef.view.colorscale, 1);
7218                                                 qglVertex3f(v[0], v[1], v[2]);
7219                                                 VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v);
7220                                                 GL_Color(r_refdef.view.colorscale, 1, 1, 1);
7221                                                 qglVertex3f(v[0], v[1], v[2]);
7222                                         }
7223                                         qglEnd();
7224                                         CHECKGLERROR
7225                                 }
7226                         }
7227                 }
7228                 rsurface.texture = NULL;
7229         }
7230 }
7231
7232 extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
7233 int r_maxsurfacelist = 0;
7234 msurface_t **r_surfacelist = NULL;
7235 void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
7236 {
7237         int i, j, endj, f, flagsmask;
7238         texture_t *t;
7239         dp_model_t *model = r_refdef.scene.worldmodel;
7240         msurface_t *surfaces;
7241         unsigned char *update;
7242         int numsurfacelist = 0;
7243         if (model == NULL)
7244                 return;
7245
7246         if (r_maxsurfacelist < model->num_surfaces)
7247         {
7248                 r_maxsurfacelist = model->num_surfaces;
7249                 if (r_surfacelist)
7250                         Mem_Free(r_surfacelist);
7251                 r_surfacelist = (msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
7252         }
7253
7254         RSurf_ActiveWorldEntity();
7255
7256         surfaces = model->data_surfaces;
7257         update = model->brushq1.lightmapupdateflags;
7258
7259         // update light styles on this submodel
7260         if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
7261         {
7262                 model_brush_lightstyleinfo_t *style;
7263                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
7264                 {
7265                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
7266                         {
7267                                 int *list = style->surfacelist;
7268                                 style->value = r_refdef.scene.lightstylevalue[style->style];
7269                                 for (j = 0;j < style->numsurfaces;j++)
7270                                         update[list[j]] = true;
7271                         }
7272                 }
7273         }
7274
7275         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
7276
7277         if (debug)
7278         {
7279                 R_DrawDebugModel(r_refdef.scene.worldentity);
7280                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7281                 return;
7282         }
7283
7284         f = 0;
7285         t = NULL;
7286         rsurface.uselightmaptexture = false;
7287         rsurface.texture = NULL;
7288         rsurface.rtlight = NULL;
7289         numsurfacelist = 0;
7290         // add visible surfaces to draw list
7291         for (i = 0;i < model->nummodelsurfaces;i++)
7292         {
7293                 j = model->sortedmodelsurfaces[i];
7294                 if (r_refdef.viewcache.world_surfacevisible[j])
7295                         r_surfacelist[numsurfacelist++] = surfaces + j;
7296         }
7297         // update lightmaps if needed
7298         if (update)
7299                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
7300                         if (r_refdef.viewcache.world_surfacevisible[j])
7301                                 if (update[j])
7302                                         R_BuildLightMap(r_refdef.scene.worldentity, surfaces + j);
7303         // don't do anything if there were no surfaces
7304         if (!numsurfacelist)
7305         {
7306                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7307                 return;
7308         }
7309         R_QueueWorldSurfaceList(numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
7310         GL_AlphaTest(false);
7311
7312         // add to stats if desired
7313         if (r_speeds.integer && !skysurfaces && !depthonly)
7314         {
7315                 r_refdef.stats.world_surfaces += numsurfacelist;
7316                 for (j = 0;j < numsurfacelist;j++)
7317                         r_refdef.stats.world_triangles += r_surfacelist[j]->num_triangles;
7318         }
7319         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7320 }
7321
7322 void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug)
7323 {
7324         int i, j, endj, f, flagsmask;
7325         texture_t *t;
7326         dp_model_t *model = ent->model;
7327         msurface_t *surfaces;
7328         unsigned char *update;
7329         int numsurfacelist = 0;
7330         if (model == NULL)
7331                 return;
7332
7333         if (r_maxsurfacelist < model->num_surfaces)
7334         {
7335                 r_maxsurfacelist = model->num_surfaces;
7336                 if (r_surfacelist)
7337                         Mem_Free(r_surfacelist);
7338                 r_surfacelist = (msurface_t **) Mem_Alloc(r_main_mempool, r_maxsurfacelist * sizeof(*r_surfacelist));
7339         }
7340
7341         // if the model is static it doesn't matter what value we give for
7342         // wantnormals and wanttangents, so this logic uses only rules applicable
7343         // to a model, knowing that they are meaningless otherwise
7344         if (ent == r_refdef.scene.worldentity)
7345                 RSurf_ActiveWorldEntity();
7346         else if ((ent->effects & EF_FULLBRIGHT) || (r_showsurfaces.integer && r_showsurfaces.integer != 3) || VectorLength2(ent->modellight_diffuse) < (1.0f / 256.0f))
7347                 RSurf_ActiveModelEntity(ent, false, false);
7348         else
7349                 RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
7350
7351         surfaces = model->data_surfaces;
7352         update = model->brushq1.lightmapupdateflags;
7353
7354         // update light styles
7355         if (!skysurfaces && !depthonly && model->brushq1.num_lightstyles && r_refdef.lightmapintensity > 0)
7356         {
7357                 model_brush_lightstyleinfo_t *style;
7358                 for (i = 0, style = model->brushq1.data_lightstyleinfo;i < model->brushq1.num_lightstyles;i++, style++)
7359                 {
7360                         if (style->value != r_refdef.scene.lightstylevalue[style->style])
7361                         {
7362                                 int *list = style->surfacelist;
7363                                 style->value = r_refdef.scene.lightstylevalue[style->style];
7364                                 for (j = 0;j < style->numsurfaces;j++)
7365                                         update[list[j]] = true;
7366                         }
7367                 }
7368         }
7369
7370         flagsmask = skysurfaces ? MATERIALFLAG_SKY : MATERIALFLAG_WALL;
7371
7372         if (debug)
7373         {
7374                 R_DrawDebugModel(ent);
7375                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7376                 return;
7377         }
7378
7379         f = 0;
7380         t = NULL;
7381         rsurface.uselightmaptexture = false;
7382         rsurface.texture = NULL;
7383         rsurface.rtlight = NULL;
7384         numsurfacelist = 0;
7385         // add visible surfaces to draw list
7386         for (i = 0;i < model->nummodelsurfaces;i++)
7387                 r_surfacelist[numsurfacelist++] = surfaces + model->sortedmodelsurfaces[i];
7388         // don't do anything if there were no surfaces
7389         if (!numsurfacelist)
7390         {
7391                 rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7392                 return;
7393         }
7394         // update lightmaps if needed
7395         if (update)
7396                 for (j = model->firstmodelsurface, endj = model->firstmodelsurface + model->nummodelsurfaces;j < endj;j++)
7397                         if (update[j])
7398                                 R_BuildLightMap(ent, surfaces + j);
7399         R_QueueModelSurfaceList(ent, numsurfacelist, r_surfacelist, flagsmask, writedepth, depthonly);
7400         GL_AlphaTest(false);
7401
7402         // add to stats if desired
7403         if (r_speeds.integer && !skysurfaces && !depthonly)
7404         {
7405                 r_refdef.stats.entities_surfaces += numsurfacelist;
7406                 for (j = 0;j < numsurfacelist;j++)
7407                         r_refdef.stats.entities_triangles += r_surfacelist[j]->num_triangles;
7408         }
7409         rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity
7410 }